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New vehicles and a merchant ship

I have added three new grav train vehicles. Also, I have whipped up a seemingly reasonably priced merchant ship. Here's the link.


http://www.geocities.com/lightsenshi/vehicles.html
 
Nice. :cool: I like the limo, are any available in the Imperium (and you're talking about the Julian Protectorate, right)?
 
Oh, the _Velde_ Protectorate. If'n I'd read the rest of your site I'd know that...

They might not be in Gateway, but "only in Vland" :D . Keep up the good work!
 
"Always with the nit-picking he is." :rolleyes:

:D

So, looking over the ship quickly I've got a couple questions.

No hardpoints noted, are they in fact absent or is it just an oversight when typing it up? The reason I ask ties into the next question...

Why so much power? You've got 24EP and only need 13EP at the most. That'd save a few creds and get you more cargo (or other) space.

That's all in a quick glance. Otherwise nicely done I'd say
 
The extra power is so that if weapons are installed. And yes, hardpoints were deliberately overlooked. You can add hardpoints later, can't you?
 
Nope, hardpoints are designated at construction at a cost of 100,000 Cr per hardpoint.
They take up no interior space, it is the turret fire control that can be added later ;)
 
If you want to make it even more reasonably priced:
reduce the power plant size as Dan suggests, I would go for a 13EP plant (how many triple laser turrets is a merchant going to carry?) and rely on a mix of missiles, sandcasters and lasers - saving 33 MCr and freeing up 22 tons for other uses;
change the hull to a streamlined close structure (this will cost 26 MCr instead of 48 MCr, but you will have to increase the avionics to model 2 at an additional cost of 2.7 MCr) - saving 19.3 MCr

Total saving 52.3 MCr

I would also install a fuel purification plant, they pay for themselves in no time - cost 30,000Cr
 
The Keldor class uses the same basic construction as an SDB. Producing a ship with a closed structure would require retooling an entire production line.

So there's a background rather than a price reason for the design the way it is. Also, all armed starships in the area they're built are also military auxiliaries.

And I went ahead and added 3 hardpoints.
 
Originally posted by Sigg Oddra:
Nope, hardpoints are designated at construction at a cost of 100,000 Cr per hardpoint.
They take up no interior space, it is the turret fire control that can be added later ;)
I thought that there was Zero cost to designate a hard point, but that you had to reserve 1 ton each for control hardware. (Which could be used as cargo space if accessable until put into service.) Or is that HG rules?
 
It changes depending on the edition of Traveller ;)
The T20 rulebook, page 271:
Hardpoints require no tonnage but cost Cr100,000 for each hardpoint. Hardpoints must be designated when the ship is designed and may not be added after construction is begun.
 
Not when we're discussing a T20 design you can't ;)
And hardpoints for sockets in TNE cost Cr5000, and in T4 they're free unless retrofitted.
 
Jame, can I ask what you mean by "how many tons are these...?"?

If you mean hardpoints, they don't have a tonnage in CT, neither do turrets or their weapons. It is the fire control that takes up 1 ton per turret installed, regardless of its size.
 
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