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New Shipbuilding Competition

Buckler%20Ruff%20DP.png


This is a preliminary. The Buckler has a 300-ton Command Section, and a 100 ton Jump Section. The ship performs the same with or without the module attached. The Marine Barrack is in the Jump Module.

The Missile Turret is located dorsally, with two tons of missiles directly aft of it. Port and Starboard dual Beam Lasers are on Tracks for greater Turret Traverse.

The Bridge is located aft, terminating at the join between modules. The 8 Ton Cargo Bay is located in the Bow, just ahead is the Avionics Suite
 
Thank you for the comments. Basically this is a battle tender and riders built small, but I think they would be effective.

Feel free to make up deckplans if you like. I envision the SDBs as the classic "slab of armor with weapons," much like the old Dragon-class SDB. The only thing to keep in mind might be that the SDBs are designed to dock with the Boat Tug, so one side (top or bottom) of the SDB is probably a nice flat surface to mate with the Tug. That probably forces the Gig to be carried on the opposite side of the SDB from the "docking" side, and puts the weapons on the flanks and bow, not in dorsal or ventral turrets.

The Boat Tug is most likely a box with top, bottom, port and starboard sides all set up for mating with the SDBs. Note that the Tug is unarmed.

If you can think of better ways to set things up, though, go for it. Maybe the SDBs are cylinders and are carried two to a side on the Tug, looking like four grain silos surrounding a barn.
 
I'm pleased to see these designs with a Jump pod & Jump tug!

I've utilized such things in my TNE-campaign & writings for poorer Starfaring Pocket empires along Mains, where the former "move-the-SDB's-where-we-need-them" transferred into "move the non jump merchant craft where-the-market/ colony-is".

'Cheaper by far to keep 1-4 TUG's jump drives working than 16 Starships of various sizes jump drives working during the period!

Good stuff crew!
 
I hope you're all cross-posting your designs on the Children of Earth forums - that's where the competition is.
 
Originally posted by mickazoid:
[QB] Here's one concept idea for the Siiriani Sunfish design. On the back of the ship is a 'jump pod'.

Sunfish1.png


And here's the 180° rotation:

Sunfish1Rot.png
I quite like this. It's not gracefull by any means but rather has a certain brutal ugliness about it that appeals. In my view though it has an easily corrected major design flaw. The armament seems to be entirely located in the nose area in recessed bays giving this ship limmited firing arcs. This may not be a problem in other systems but in TNE it would make a huge difference to this vessels effectiveness. The solution would be to place the two turrets port and starboard forward of the upper airlock, sticking out a bit rather than recessed. This would enable forward, forward quarter, broadside, aft quarter and aft firing arcs.
 
Badbru - thanks for the compliment - I appreciate the feedback. There is one aft turret as well, not visible in the current sketch - but your idea to 'bug eye' the turrets is very interesting...
 
You are a very talented artist mickazoid - anyway dudes it's getting confusing looking at designs on my forum and the COTI one as well, can you double post your entries and design work on the COE forums by any chance. I don't mind them being posted here but it's easier if all of the entries are in one place.

Many Thanks
 
Has anyone tried to design through the GURPS rules? You can actually have a Maneuver rating much higher than 6, just about any rating as long as there is space enough for the engines. Contra-grav negates up to 3 G's in the GURPS rules. I have read that TNE does something similar. Does anyone know how much an acceleration couch "negates" if any?

Anyway, design concept I have isn't addressed in T20, so I will probably use GURPS, or simply import some of it directly into T20.

Jak Naz
 
An acceleration couch doesn't actually negate any acceleration, but it protects it's occupants from up to 6Gs of acceleration in any direction, being designed for sudden movements or crashes, emergency stops with no AG/IC etc.
 
Do any of the Traveller rule systems cover how one ship attaches to another? If the ship docks inside the other, it is obvious. My thinking is that one hardpoint (or more depending on ship's dtons) would need to be dedicated as an attachment point. The hardpoint represents a reinforced structural point of the ship suitable for towing the ship around. You can't just attach to a ship anywhere and expect to tow the ship around (a piece of it maybe, but not the whole ship).
 
Hi William !

I never thought about that, but it just makes sense.
AFAIK it is not covered in the rules, but I think there a couple of other structurally enhanced areas - in addition to weapon hardpoints - included in the standard design, but not explicitly noted as such.
E.g. air-lock or landing gears areas.

Anyway a good point to add into the starship design process


regards,

TE
 
T20 has external attachment rules, with different pro's and con's dependent on whether you want the mothership to remain streamlined (if it was already) with the daughters docked or not.

I don't see hardpoints being used up by this, I think of hardpoints as more a confluence of power and data conduits rather then a structural thing. YMMV as always
 
The Fat Trader is a case in point. It is described as having two hardpoints, neither of which is taken up by the streamlined external docking point for the launch.
 
Originally posted by the Bromgrev:
The Fat Trader is a case in point. It is described as having two hardpoints, neither of which is taken up by the streamlined external docking point for the launch.
Ahh, but being a 400ton ship it would normally be allowed 4 hardpoints. So perhaps it does indeed sacrifice 2 hardpoints (half the potential) to mount an exteranally carried craft. Yes?
 
Originally posted by far-trader:
</font><blockquote>quote:</font><hr />Originally posted by the Bromgrev:
The Fat Trader is a case in point. It is described as having two hardpoints, neither of which is taken up by the streamlined external docking point for the launch.
Ahh, but being a 400ton ship it would normally be allowed 4 hardpoints. So perhaps it does indeed sacrifice 2 hardpoints (half the potential) to mount an exteranally carried craft. Yes?
</font>[/QUOTE]I don't think so, as it is listed as only having two hardpoints in LBB2. It seems to be standard practice that civilian ships are only built with one hardpoint per 200 dtons. Other than the free/far traders. Ok, maybe that should be 'civilised', not 'civilian'. ;)
 
The Black Watch Inc.’s Design Division would like to supply the following design for consideration for the world of Mikkeli for replacing there aging fleet. (I’m using T20 for the design, not using any program, just writing and figuring the old fashion way, i.e. paper and pencil, lol) We at Black Watch LLC understand that flexibility is needed in ALL military operations so we shall have a second layout ready for you, should you decide to buy from us, knowing that flexibility is everything in all military operations. Each would have its own strengths, but few weaknesses, *small chuckle* And of course, we would be glad to build them for you at a discount for using our designs, of say 5%.



Class: Watcher Class Patrol Ship (Primary) EP Output: 60 (21 excess) Weapons: *
Tech Level: 11 Agility: +6 (+6 EP) Fore Turret
Size: 350 Tons Initiative: +6 (+6 EP) (Pulse Laser (X3), USP:2,
Streamlining: Fully AC: 27 (Base:10+11 Armor+6 Agility) Damage: 2d10 X3 (X2) **
Jump Range: 0 Repulsors:
Acceleration: 6-G Nuclear Dampers: Left Turret
Fuel: 60 Tons Meson Screens: (Pulse Laser (X3), USP:2,
Duration: 1 Month Black Globes: Damage: 2d10 X3 (X2) **
Crew: 10 AR: 11
Staterooms: 12 SI: 130 Right Turret
Small Cabins: 0 Main Computer: Model 4 (Pulse Laser (X3), USP:2,
Bunks: 0 Sensor Range: Long (Model 4) Damage: 2d10 X3 (X2) **
Couches: 0 Comm. Range: Long (Model 4)
Low Births: 0 Crew:
Cargo Space: 2.39 Tons Cost: 339.79495 MCr (new) Pilot
Atmospheric Speeds: NoE= 1475 kph Engineers (4)
Cruising= 4425 kph Maximum= 5900 kph Medics (2)
Gunners (3)
Other Equipment: Steward (optional)
Fuel Scoop Passengers (12)
Fuel Purification Plant (9 hours/200 tons)
Staterooms (12)
Freshers (2)
Autodoc (1)


*= Turrets are set up so that Each can be brought on to the same forward target or up to three separate targets, in a 360 degree arcs
**= The computer is set up to run the Double Shot computer program, so the Power Plant provides enough power to do so. Also the computer has the independent gunnery controls for each weapon, leading to individual shots.

Computer Specs: 642.95 KCr .81 Tons
Type M3, Advanced Synaptic Core, Low AutoLogic, with full Verbal Command
Programs: Anti-Missile, Return Fire, Double Fire, Gunner Interact, Predict, Weapons Systems, Pilot: 5, Gunnery: 8, T/Sensors: 8


In addition, knowing that your worlds, need a way to transport the Watcher class ship, we also submit the following tender/carrier 

Class: Uplifter class Tender/Carrier EP Output: 132 EP Weapons:
Tech Level: 15 Agility: (3) Triple Pulse Laser Turrets
Size: 3000 T Initiative: (Pulse Laser (X3), USP:2,
Streamlining: Fully AC: 13 Damage: 2d10 X3 (X2) **
Jump Range: 1 Repulsors:
Acceleration: 2-G Nuclear Dampers: Turrets set up 3 on top, each side and
Fuel: 432 T Meson Screens: bottom
Duration: 1 Month Black Globes:
Crew: 100 total (including watcher crews) AR: 3
Staterooms: 48 SI: 300
Small Cabins: Main Computer: Model/5
Bunks: Sensor Range: Very Long
Couches: Comm. Range: Very Long
Low Births:
Cargo Space: 436.8 Tons Cost: 1236.88 MCr (new)
Atmospheric Speeds: NoE= 1175 kph
Cruising= 3525 kph Maximum= 4700 kph
Other Equipment:
1 Rec. Room ( based on 2 staterooms worth of room)
10-Freshers
1-Engineering Shop
Fuel Scoop
Fuel Purification Plant (11 hours/200 Tons)
5-extra Airlocks
1-Sickbay
3-Watcher Bays (1155 Tons equivalent)
 
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