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Mercenary Starships and Spacecraft

Several ideas. Highguard/T20 or did you have some other system in mind?

What is the projected budget for the ship?

Is this a custom job for this particular unit or did you want a more general ship?

What TOE did you have in mind for the Mercs? (If this is a general purpose ship, not a custom built ship, what is the general equipment load out for this type of unit?)
 
+ Any design system including TNE and GURPS with add-ons like bunkrooms

+ It will be a general design that can be reused

+ Working on a TO&E but basically

- Mechanised unit, Grav optional
- Main type is Infantry in APC, 2-3 platoons depending on size
- 4-8 light tanks (The TNE gunsled I.e)
- 4-8 attack speeders if Grav equiped
- A short tech group
- Assume no battledress is availabel

I imagine something a bit more powerful/bigger in size than a normal infantry company since it should act as an independant/self contained unit. Something that a TL4-9 planet hires for training, raiding or SpecOps

LowBerth are optional if absolutely necessary but not well liked. Most Mercs rather end up 4-6 in a bunkroom (4 dtons in GT) than as ice cubes so a few more dtons ship are preferred.
 
Actually I was planning on giving you a bit more armor support. At TL13 the difference between CAS and Armor support is minimal and I have a 15 ton multipurpose TL14/15 Light Fighter already designed.

So your Armor would also serve as your Fighters for StarMerc ops.


Mech, it is. (What a waste of space.) That will add serious tonnage and cost to the ship.
 
Originally posted by Michael Brinkhues:
That Armor/Fighter combo sounds interesting. And if you want to go Grav instead of ground vehicle, that is also okay.
The issue isn't Grav vs. ground. The issue is cubbage. You are looking at about 15 APC's, at roughly 10 tons each. Plus transport to get them and the troops to the ground in a single drop.
 
Also, don't forget cargo space and transport for supply vehicles and supplies - especially if the unit is intended for prolonged dirt-ops on low-tech worlds.
 
OK Closest I could get. I am unhappy with the lack of Cargo space. However the excess capacity in the small craft should make up for some of the shortage.

Supply can be handled by the small craft. I gave you 20 vehicles in the 10 ton range, that should give you enough APC's and some self propelled Arty.

T20 Starship Design Sheet Output

Audey Murphy - Audey Murphy Class Mercenary Cruiser
Designed by: BTL Shipyards

Statistics:
5,000-ton Hull (Close Structure) - Streamlined
AC: 13 (7 vs. Meson Guns) AR: 3 (TL-14) SI: 350 Initiative: 1
Starship Size: Large Cost: 2,305.053 MCr (2,881.316 MCr without discount)
Model/7 Fib (PP: 57/13) Computer Avionics: Less than 10,000-ton Sensors: System Wide Communications: System Wide
Cargo: 180.0-tons Passengers:
Annual Maintenance = 230.505 KCr (115.253 KCr if routinely maintained)
Routine Maintenance = 57.626 KCr/Month (576.263 KCr per year)

Performance:
Jump-3 (enough fuel for 1x Jump-3)
Acceleration: 4-G Agility: 1
Power Plant: TL-14 Fusion (347 EP output, enough fuel for 4 weeks)
Fuel Scoops, Fuel Purification Plant (TL-14, 6hrs per 1,880 tons of fuel)
Atmospheric Speeds: NOE = 1,175kph Cruising = 3,525kph Maximum = 4,700kph

Weapons:
Hardpoints: 30
30x Triple Beam Laser Turret TL-14, +4 To Hit, 4d8 (20/x1), Range: 30,000km
2x 50-ton Missile Bay TL-14, +9 To Hit, 9d6 (18/x1), Range: 90,000km


Ship's Vehicles:
20x 10-ton vehicle hangar
5x 5-ton vehicle hangar
12x 15-ton small craft (Internal Hangar)
6x 50-ton small craft (Internal Hangar)
Launch facilities for 1 Craft per turn

Accomodations & Fittings:
126x Double Occupancy Stateroom (252 People)
2x Airlocks

Crew Details:
7x Command Officers, 3x Command Crew
1x Flight Officers, 44x Flight Crew
1x Gunnery Officers, 10x Gunnery Crew
2x Engineering Officers, 11x Engineering Crew
1x Medical Officers, 1x Medical Crew
5x Marine Officers, 145x Marines
15x Service Crew

Description:
Batteries are organized as 6 Laser Batteries of Factor 7 each and 2 Missile Batteries of factor 9 each. Quarters are organized as 6 single occupancy and 120 double occupancy quarters.
 
It started out as a brainstorming idea for a "merc ship greater than a Broadsword" but takes a life of it's own.

But as my computer tells me, he still has the greatest confidence in the sucess of the mission.
 
I do have serious reservations on the use of Mech forces, based on the nature of the typical system stats in Traveller. Since less than 40% of the main worlds in Traveller have normal atmospheres or would be acceptable for typical Mech Infantry operations, I tend to build light infantry units and equip them with Grav Belts for most operations. Then provide them with Light Fighter support (in lieu of tanks), small craft to get them to the LZ and keep them supplied, and possibly some light artillery (Generally 4 mobile MRLs per company or equivalents.) I find that is much more flexible.

Further equipping your Company with 2 Broadswords (1 minus cutters and modules and replace them with 10x15 ton fighters, the other minus modules for additional staterooms and your Arty.) and 3 Javelins (Preferred) or 3 Subsidized Liners (with a pair of Kimu Class Assault Boats instead of the Ship's Boat normally associated with a Sub liner.), will do the job more efficiently and cheaper than one big ship to handle the same job.
 
That ship is one interesting concept. Quite fast in N-Space for self-defence/anti pirat duty and I like the missile bays, good for planetary and space duty. Never thought about using them on a non-fleet ship.

I never realised that vehicles where that big in HighGuard, they come out much smaller storage-wise in TNE and GT.

Some cargo space can be gained by substituting 30to Boats for the Cutters. IMHO modular cutters are only useful if you carry spare modules. 6-8 30tons should be enough for most cargo handling, giving you another 60-120to of cargo space.

=====================

Modified Broadswords:

Can you simply replace the cutter by fighters? I always thought those where custom fitted vehicle bays

======================

Multiple smaller ships:

How do they come out in cost and operations costs? And if they are a bit more costly, is the difference worth it given the higher flexibility?

Maybe something along the lines of a 1500-2000to "Javelin"

========================

Seems like I need to dig out HG or the T20 ship designs since GT works out to totally different numbers in this area.
 
Poofs Revenge - Shield Class Light Assault Ship
Designed by: Bob
Statistics:
4,000-ton Hull (Cylinder) - Partially Streamlined
AC: 21 (11 vs. Meson Guns) AR: 10 (TL-14)
SI: 325 Initiative: 2
Starship Size: Large
Cost: 1,760.305 MCr
(2,200.382 MCr without discount)

Model/3 Fib (PP: 42/12) Computer
Avionics: Less than 4,000-ton
Sensors: Medium Range
Communications: Medium Range

Cargo: 134.325-tons

Extra Ship's Stores:
28 person/weeks of Luxury Stores,
186 person/weeks of Standard Stores,

Annual Maintenance = 176.031 KCr
(88.015 KCr if routinely maintained)

Routine Maintenance = 44.008 KCr/Month
(440.076 KCr per year)

Performance:
Jump-2 (enough fuel for 1x Jump-2)
Acceleration: 3-G
Agility: 2
Power Plant: TL-14 Fusion
(262 EP output, enough fuel for 4 weeks)
Fuel Scoops, Fuel Purification Plant (
TL-14, 6 hrs per 200 tons of fuel)

Atmospheric Speeds:
NOE = 875kph
Cruising = 2,625kph
Maximum = 3,500kph

Weapons:
Hardpoints: 35
10x Triple Missile Rack Turret TL-12 (45 missile magazines)
Missile +3 To Hit, 3d6 (18/x1), Range: 90,000km, Ammo: 900 missiles

15x Double Fusion Gun Turret TL-12, +4 To Hit, 4d20 (16/x5), Range: 4,500km

10x Triple Sandcaster Turret TL-12, +5 AC, Ammo: 300 sand canisters

Ship's Vehicles:
80-ton vehicle hangar
90-ton vehicle hangar
10x 25-ton small craft (Internal Hangar)
4x 20-ton small craft (Internal Hangar)
2x 100-ton large craft (Internal Hangar)
2x maintenance shops (40 Mechanics)
Launch facilities for 1 Craft per turn

Accomodations & Fittings:
93x Double Occupancy Stateroom (186 People)
14x Single Occupancy Small Cabin (14 People)
50x Emergency Low Berth (200 People)
10x Standalone Fresher
1x Engineering Shop (20 Engineers)
15x Sickbay (30 Patients)
4x Airlocks

Crew Details:
7x Command Officers, 3x Command Crew
1x Flight Officers, 9x Flight Crew
1x Gunnery Officers, 35x Gunnery Crew
2x Engineering Officers, 7x Engineering Crew
1x Medical Officers, 0x Medical Crew
2x Marine Officers, 100x Marines
8x Service Crew

Description: The Shield Class Light Assault Ship is designed to deliver 102 Marines to a target under any circumstances. 25-ton landing craft deliver ground troops, and 100-ton landing craft deliver the APC's and light tanks. A spacious 30dton assembly area linked to the hangers allow troop assembly and equipment storage. Four 20-ton fighters provide space/air support and interdiction services. Nearly 135 dtons cargo space allows for self-sufficiency in the field. Five of the fusion gun turrets and four of the missile turrets are mounted so as to allow ground support and assault services. All components are TL-12 except for the powerplant, armor and fuel purification plant which are TL-14, allowing for repairs and upkeep at a larger number of bases.
 
A general vehicle Note Michael:

MTOE for TL5-6 Armored/ Mech Tank units was 5x vehicles per PLT (1939-1955)
MTOE for TL7-8 is x4 vehicles per PLT. (1956-1985)
MTOE for TL8 thru TL9 (1986-2007) Vehicle units runs 3 vehicles each (tracked-Mech/ aka Bradley M2 series AFV's)

MTOE-TL-10+ Grav Units 3x vehicles = 1x 'PLT'
 
Originally posted by Michael Brinkhues:
That ship is one interesting concept. Quite fast in N-Space for self-defence/anti pirat duty and I like the missile bays, good for planetary and space duty. Never thought about using them on a non-fleet ship.
If you want to chase pirates you have to be faster than the Pirates.
Typical Corsair has Maneuver 3. As for Missile Bays, those are more for Troop fire support than anti-piracy duty, but they will tend to swat a Corsair efficiently.


I never realised that vehicles where that big in HighGuard, they come out much smaller storage-wise in TNE and GT.
They tend to run 8-15 tons in HG, Striker, MT and T20. I was being generic. The G-Carrier is about 10 tons.

Some cargo space can be gained by substituting 30to Boats for the Cutters. IMHO modular cutters are only useful if you carry spare modules. 6-8 30tons should be enough for most cargo handling, giving you another 60-120to of cargo space.
Those are not modular cutters. They are 50 ton armed and armored planetary assault ships. Each designed to put a Platoon into a hot LZ in one trip. (If you have 10 ton APC's you can also strap the troops into their APC's and deploy 3 per cutter.) I will post stats on them later, as well as the fighter/CAS/Armor. They are definitely not modular cutters. (Which are slow and unarmored and generally not suited to the job of troop deployment. 30 ton boats will not be an adequate substitute for a Mech force.

=====================

Modified Broadswords:

Can you simply replace the cutter by fighters? I always thought those where custom fitted vehicle bays

======================
There is nothing in the rules stating otherwise. If the fighter carrier isn't specifically a Broadsword, it could still be an 800 ton Mercenary Cruiser. (Technically it could also be a converted Sub-Liner.)

Multiple smaller ships:

How do they come out in cost and operations costs? And if they are a bit more costly, is the difference worth it given the higher flexibility?

Maybe something along the lines of a 1500-2000to "Javelin"

========================

Seems like I need to dig out HG or the T20 ship designs since GT works out to totally different numbers in this area.
The Javelin is a 600 ton Mercenary Cruiser from EA-6. So you are looking at 3800-4000 tons. The fire is more spread out and not as concentrated. Cost wise it is a little cheaper but not allot, especially since they are standard designs.
 
I was not thinking of using the Javelin from EA-6 (a nice ship BTW) as a straight replacement but rather at a larger craft that is keeping the planetfall capability of the Javelin.
 
These ships are costing between 10 and 20 Million Credits per soldier delivered to a battlefield and tend to place an armed and armored ground combat vehicle inside an armed and armored space combat vehicle.

The price would seem unaffordable to any mercenary unit. (This is not about the economics of mercenary tickets, these prices seem too high by at least an order of magnitude.)

Is there that great of a demand to jump troops into an active war, fight through a Naval blockade, make planetfall under fire, and discharge AFV and infantrymen into a hot LZ? (or the reverse process to pull troops out of a loosing war). These ships seem to be designed to handle the situation, but is it practical?
 
Originally by atpollard:
These ships seem to be designed to handle the situation, but is it practical?
Depends on the time and place. I can certainly see it in some versions. For some types of narrative feel as well.

The naval option involves specialist ships for each role. If a mercenary unit could afford a space superiority Cruiser squadron to break the blockade and a transport squadron to bring the troops each with a small fleet of armoured assault landers to do the final landing and assault (or retreat under fire) then they would.

If you can only afford one ship then it is going to be somewhat inefficient. If you're doing executive extractions and government contracts the goings might be juicy enough to have a ship like that.

I would suggest however that a handful of J3 far traders carrying a drop lander each, and a pair of SDB's for space based muscle would be at minimum more flexible, and IMHO more believable to have been assembled piecemeal by a prosperous mercenary company.
 
peicemeal will work for merc units that are working but not necessarily "prosperous". once regular contracts are coming in, were i running a merc company, i would seriously look to updating my ships and equipment so as to show potential clients that i am worth my pay AND to improve my chance to successfully complete contracts. Merc companies are businesses first and foremost- without clients you dont pay the ferryman. that means IMPRESSING the clients, because mercs are a dime a dozen and you have to prove you are worth cr.15. a custum built ship will do both, and all you have to do is maintain the payments you already make on a pieced together set of ships that dont do anything well, but hopefully do everything ok. by building the ships capabilities around what your unit needs, you increase efficiency. increased efficiency reduces wasted time and credits and lives. and once your unit is plying their trade in the new ship(s), you can sell off or lease out the older ships services to other merc units. no company, be they building computers, cars or killing for pay, is going to stay with the same equipment they started with. as income increases and company profits roll in, equipment upgrades are a must to stay competitive in their field.

as far as being practical, in the centers of the civilized worlds, hell no, but merc units dont operate much in the civilized areas. out to the fringes where might makes right we go, to kill and slay to earn our pay.

one does note that most merc units go bust and a select few will manage to pay the bills and thats about it, and the elite (or lucky) will reach the custom built ship stage of success, but those that do are well equipped, well trained and well paid.

/edit ok somehow a representative of the department of redundancy department snuck in here. he gone now. grrrrrr......./edit
 
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