Inspired by the thread titled: A Modern Friaget Size Vessel for Comparison, I decided to start this thread and invite people to discuss their thoughts on crewing needs for warships of the Imperium. While my post below discusses a GURPS TRAVELLER design, and incorporates rules from GURPS, there is no reason people can't discuss other possibilities such as Classic Traveller, MegaTraveller, Traveller the New Era, and even subsequent Traveller systems
This was taken from my design of a GURPS Tech level 10 ship design (Traveller Tech level equivalent of Traveller Tech C)
NETTLE CLASS DESTROYER ESCORT 1,000 Dtons designed and built at the Lunion Shipyards.
Jump-4, Manuever 2.03 G's
Crew: 63
Command: Commanding Officer, First Officer, Computer Officer, Chief Navigator, 2nd Navigator, Communications Officer, 3 Command Ratings.
Chief Engineer, 2nd Engineer, 2 Jump Mechanics, 2 Manuever Mechanics, 7 Maintenance crew.
Chief Medical Officer, medic.
Chief Gunner, 9 Turret Gunners, 4 Nuclear Dampner Operators.
Flight Officer, 2 Flight Crew.
1 Marine Officer, 21 Marines
Accomodations:
7 Bunk Room for Navel Enlisted.
Luxury Double-size Stateroom (Captain's Quarters)
7 Stateroom (Officer's rooms)
Double Sized Sickbay (4 Patients)
36 Cryoberths
2 Brig (Holds 4 prisoners)
2 Complete Workshop (6 Users)
Triple sized Gymnasium (12 Users)
Hall/Bar/Conference Room (capacity 50 Users)
2 Ships Galley (can create up to 56 meals at a time)
2 Armory (50 Users)
Minifac (for machining new parts required for repairs after battle)
Marine Barracks:
Officer's Stateroom, 5xBunkroom, Gym, Armory, Cap Launcher, 2xCap Rack, Morgue, Shooting Range, Military Holoventure),
Note that this is NOT a typical GURPS design in the sense of how many crew are required, but instead, reflects my own dissatisfaction with how few crew are needed for the ships per standard GURPS rules. The whole issue of designing a ship, and then trying to imagine what life might be like aboard such a ship is half the fun for me. Trying to imagine establishing a security perimeter for this ship in a foreign port made me cringe a little as I thought about it. You'd need a guard at all access points to the ship such as the cargo bay doors, the Gig access point, the airlocks, the Captain's cabin, the entrance to the bridge, the entrance to the Engineering bay, as well as someone to guard the armory and/or prisoners. Now do that for a 24/7 schedule and see if you want to reduce the required security detail any further.
Can the bridge be maintained 24/7 with a crew of 9? That's three crew on duty during any 8 hour segment. During battle stations, It is likely that at least 5 of those 9 would report to the bridge, possibly more. With an engineering crew of 6, plus a maintenance crew of 7, that should keep the engineering section well populated 24/7. As for gunners? It is likely that 2 would be kept on duty at all times with a powered up turret, or near powered up in case of a surprise requiring some response quickly. Otherwise, it would seem that one would need only 1 turret kept active as minimal protection at all times. During a Battle alert, all 10 gunners would be present at their stations.
So - who has expanded upon the crew requirements for their ships, and how did you describe the ships using your ship design rules set of choice?
More importantly? How many of you might want to try and take a stab at designing a ship similiar to my GURPS version of a Destroyer Escort in your favorite system and show how you did it?
As for myself? The ship design I created had an enhanced Sensor suite, and cost a whopping MCr441.77 sans ship stores and loads. Just food for thought...
This was taken from my design of a GURPS Tech level 10 ship design (Traveller Tech level equivalent of Traveller Tech C)
NETTLE CLASS DESTROYER ESCORT 1,000 Dtons designed and built at the Lunion Shipyards.
Jump-4, Manuever 2.03 G's
Crew: 63
Command: Commanding Officer, First Officer, Computer Officer, Chief Navigator, 2nd Navigator, Communications Officer, 3 Command Ratings.
Chief Engineer, 2nd Engineer, 2 Jump Mechanics, 2 Manuever Mechanics, 7 Maintenance crew.
Chief Medical Officer, medic.
Chief Gunner, 9 Turret Gunners, 4 Nuclear Dampner Operators.
Flight Officer, 2 Flight Crew.
1 Marine Officer, 21 Marines
Accomodations:
7 Bunk Room for Navel Enlisted.
Luxury Double-size Stateroom (Captain's Quarters)
7 Stateroom (Officer's rooms)
Double Sized Sickbay (4 Patients)
36 Cryoberths
2 Brig (Holds 4 prisoners)
2 Complete Workshop (6 Users)
Triple sized Gymnasium (12 Users)
Hall/Bar/Conference Room (capacity 50 Users)
2 Ships Galley (can create up to 56 meals at a time)
2 Armory (50 Users)
Minifac (for machining new parts required for repairs after battle)
Marine Barracks:
Officer's Stateroom, 5xBunkroom, Gym, Armory, Cap Launcher, 2xCap Rack, Morgue, Shooting Range, Military Holoventure),
Note that this is NOT a typical GURPS design in the sense of how many crew are required, but instead, reflects my own dissatisfaction with how few crew are needed for the ships per standard GURPS rules. The whole issue of designing a ship, and then trying to imagine what life might be like aboard such a ship is half the fun for me. Trying to imagine establishing a security perimeter for this ship in a foreign port made me cringe a little as I thought about it. You'd need a guard at all access points to the ship such as the cargo bay doors, the Gig access point, the airlocks, the Captain's cabin, the entrance to the bridge, the entrance to the Engineering bay, as well as someone to guard the armory and/or prisoners. Now do that for a 24/7 schedule and see if you want to reduce the required security detail any further.
Can the bridge be maintained 24/7 with a crew of 9? That's three crew on duty during any 8 hour segment. During battle stations, It is likely that at least 5 of those 9 would report to the bridge, possibly more. With an engineering crew of 6, plus a maintenance crew of 7, that should keep the engineering section well populated 24/7. As for gunners? It is likely that 2 would be kept on duty at all times with a powered up turret, or near powered up in case of a surprise requiring some response quickly. Otherwise, it would seem that one would need only 1 turret kept active as minimal protection at all times. During a Battle alert, all 10 gunners would be present at their stations.
So - who has expanded upon the crew requirements for their ships, and how did you describe the ships using your ship design rules set of choice?
More importantly? How many of you might want to try and take a stab at designing a ship similiar to my GURPS version of a Destroyer Escort in your favorite system and show how you did it?
As for myself? The ship design I created had an enhanced Sensor suite, and cost a whopping MCr441.77 sans ship stores and loads. Just food for thought...