• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

Pure Book 2: Stocking the Universe

Jeffr0

SOC-14 1K
One of the frustrations I've had with Traveller is that things don't quite work out of the box. Between the errors, the lack of clarity, and ambiguity, it's difficult to get going.

(I'm thinking of everything from little things like the contradictions on the Ship Record sheets for program sizes, the unclear missile and sandcaster rules, the surprising standard Hull size rule, and the fact that it appears that ships like the A2 Empress Nicholle were not included in the original vision for the Book 2 universe.)

So any way, this thread is for Book 2 designs that include a breakdown of all the bits and pieces, with notes on little quirks, comments on how it takes advantage of specific Book 2 rules, Computer Program strategies, sample crews, and maybe even routes you can expect to find the ship on in the Spinward Marches. From there we'll expand out to specific encounter ideas, patrons, and adventure seeds.

For the purposes of this thread, we'll embrace the Age of Sail paradigm of Book 2... where armed civilian ships can pose a threat to military ships.


To kick things off:

Space stations and big ships are not necessarily going to load up on lots of lasers and so forth. They'll carry fighters to do their dirty work for them... at a distance! A pirate can even carry 8 fighters in the cargo space of a Type A! Fighters are much more effective against sand tossing ships-- depending on your rules interpretations.

Here's how I load up my fighters:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Missile fighter 18.0
Target 1.0
Launch 2.0
Maneuver 0.1
------------------ ----
Sub Total 21.1 Mcr
"Free software" (1.0)
------------------ ----
Total 20.1 Mcr
</pre>[/QUOTE]The Missile fighter doesn't need a Gunner! Carries 3 missile launchers.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Laser fighter 18.0
"bis" upgrade 2.0
Target 1.0
Maneuver 0.1
Selective-3 1.0
Gunner-Interact 1.0
------------------ ----
Sub Total 23.1 Mcr
"Free software" (1.0)
------------------ ----
Total 22.1 Mcr</pre>[/QUOTE]The laser fighter is more effective with a gunner. Carries a single laser.

Both fighters can benefit from adding Maneuver/Evade 2, Antimissile... and maybe Auto/Evade and ECM if you're made of money.
 
One of the frustrations I've had with Traveller is that things don't quite work out of the box. Between the errors, the lack of clarity, and ambiguity, it's difficult to get going.

(I'm thinking of everything from little things like the contradictions on the Ship Record sheets for program sizes, the unclear missile and sandcaster rules, the surprising standard Hull size rule, and the fact that it appears that ships like the A2 Empress Nicholle were not included in the original vision for the Book 2 universe.)

So any way, this thread is for Book 2 designs that include a breakdown of all the bits and pieces, with notes on little quirks, comments on how it takes advantage of specific Book 2 rules, Computer Program strategies, sample crews, and maybe even routes you can expect to find the ship on in the Spinward Marches. From there we'll expand out to specific encounter ideas, patrons, and adventure seeds.

For the purposes of this thread, we'll embrace the Age of Sail paradigm of Book 2... where armed civilian ships can pose a threat to military ships.


To kick things off:

Space stations and big ships are not necessarily going to load up on lots of lasers and so forth. They'll carry fighters to do their dirty work for them... at a distance! A pirate can even carry 8 fighters in the cargo space of a Type A! Fighters are much more effective against sand tossing ships-- depending on your rules interpretations.

Here's how I load up my fighters:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Missile fighter 18.0
Target 1.0
Launch 2.0
Maneuver 0.1
------------------ ----
Sub Total 21.1 Mcr
"Free software" (1.0)
------------------ ----
Total 20.1 Mcr
</pre>[/QUOTE]The Missile fighter doesn't need a Gunner! Carries 3 missile launchers.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Laser fighter 18.0
"bis" upgrade 2.0
Target 1.0
Maneuver 0.1
Selective-3 1.0
Gunner-Interact 1.0
------------------ ----
Sub Total 23.1 Mcr
"Free software" (1.0)
------------------ ----
Total 22.1 Mcr</pre>[/QUOTE]The laser fighter is more effective with a gunner. Carries a single laser.

Both fighters can benefit from adding Maneuver/Evade 2, Antimissile... and maybe Auto/Evade and ECM if you're made of money.
 
Here's a ship I designed for far trader's contest:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> 200.0 tons Hull, Custom 20.000 MCr
Streamlined 2.000 Mcr

+ 25.0 tons Drives Section
-15.0 tons Jump Drive B-2 20.000 MCr
- 3.0 tons Maneuver B-2 8.000 MCr
- 7.0 tons Powerplant B-2 16.000 MCr

+175.0 tons Main Section

-40.0 tons Fuel 2 Parsecs
-20.0 tons Fuel x4 Weeks

-20.0 tons Bridge - Standard 1.000 MCr
- 1.0 tons Computer Model 2.000 MCr
Programs: Sp Cst 3.800 MCr
--------- -- ---
Maneuver 1 0.1
Generate 1 0.8
Navigate 1 0.4
Jump 1 1 0.1
Jump 2 2 0.3
Anti-Hijack 1 0.1
Target 1 1.0
Launch 1 2.0</pre>[/QUOTE]Each turret has one sandcaster and two missile launchers. Even if a turret gets shot off, it'll retain both offensive and defensive capability in the other turret. This ship had to switch to a custom hull to fit the drives and so forth. You can save 18 credits off the prototype cost if you allow it to have a standard hull.
 
Here's a ship I designed for far trader's contest:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> 200.0 tons Hull, Custom 20.000 MCr
Streamlined 2.000 Mcr

+ 25.0 tons Drives Section
-15.0 tons Jump Drive B-2 20.000 MCr
- 3.0 tons Maneuver B-2 8.000 MCr
- 7.0 tons Powerplant B-2 16.000 MCr

+175.0 tons Main Section

-40.0 tons Fuel 2 Parsecs
-20.0 tons Fuel x4 Weeks

-20.0 tons Bridge - Standard 1.000 MCr
- 1.0 tons Computer Model 2.000 MCr
Programs: Sp Cst 3.800 MCr
--------- -- ---
Maneuver 1 0.1
Generate 1 0.8
Navigate 1 0.4
Jump 1 1 0.1
Jump 2 2 0.3
Anti-Hijack 1 0.1
Target 1 1.0
Launch 1 2.0</pre>[/QUOTE]Each turret has one sandcaster and two missile launchers. Even if a turret gets shot off, it'll retain both offensive and defensive capability in the other turret. This ship had to switch to a custom hull to fit the drives and so forth. You can save 18 credits off the prototype cost if you allow it to have a standard hull.
 
That's weird... this part of the design would not post in the previous message. The browser kept choking. :confused:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> -40.0 tons Staterooms x10 2.000 MCr
Crew x4
Pass x6
- 4.0 tons Low Berths x8 3.000 MCr

- 2.0 tons Hardpoints x2 0.200 MCr
2 Triple Turrets 2.000 MCr
4 Missile Racks 3.000 MCr
2 Sandcasters 0.500 MCr

-48.0 tons Cargo holds

Prototype final cost: 83.500 MCr

Purchase final price: (90%) 75.150 MCr</pre>[/QUOTE]
 
That's weird... this part of the design would not post in the previous message. The browser kept choking. :confused:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> -40.0 tons Staterooms x10 2.000 MCr
Crew x4
Pass x6
- 4.0 tons Low Berths x8 3.000 MCr

- 2.0 tons Hardpoints x2 0.200 MCr
2 Triple Turrets 2.000 MCr
4 Missile Racks 3.000 MCr
2 Sandcasters 0.500 MCr

-48.0 tons Cargo holds

Prototype final cost: 83.500 MCr

Purchase final price: (90%) 75.150 MCr</pre>[/QUOTE]
 
Back
Top