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Sailing vessel construction rules

robject

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Here's my very, very primitive way of building sailing vessels in Traveller: I use the drive potential table.

To get knots, multiply performance by 4.

Sail volume is something small, like 1 ton per 1000 square meters.

Naturally, ships are also limited to their maximum speed by size. So I need a DM table based on general volume ranges.

For instance, something like:
</font>
  • ships under 100 tons get a -4 penalty.</font>
  • ships 100-399 tons get a -3 penalty.</font>
  • ships 400-999 tons get a -2 penalty.</font>
  • ships 1000-3999 tons have no penalty.</font>
  • ships 4000+ tons have a +2 bonus.</font>

The drive letters map to a rigging table, which badly needs tweaking.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Code Rigging Area (sqm) Cost (MCr)
A 160 0.20
B 320 0.30
C 480 0.40
D 640 0.50
E 800 0.60
F 960 0.70
G 1120 0.80
H 1280 0.90
J 1440 1.00
K 1600 1.10
L 1760 1.20
M 1920 1.30
N 2080 1.40
P 2240 1.50
Q 2400 1.60
R 2560 1.70
S 2720 1.80
T 2880 1.90
U 3040 2.00
V 3200 2.10
W 4000 2.20
X 4800 2.30
Y 6400 2.40
Z 8000 2.50</pre>[/QUOTE]Question: How much would hulls cost? I'm thinking maybe Cr10,000 per ton.


Weapons

Cannon is purchased in pairs with a total volume of 5 tons. One cannon is installed to port, and one is installed to starboard.

Cannon are rated in strength from 1 to 10, costing from Cr10,000 to KCr100 per installed pair.

One "hardpoint", as defined in CT, allows up to 10 cannon to be installed.

On ships under 1000 tons, cannon are divided evenly into two batteries, one port and one starboard.

On ships 1000+ tons, cannon can be divided into four batteries.

There is also single gun possible fore, and a single gun possible aft.


I'll ignore ballista, relegating it to some sort of portable "infantry support" weapon.
 
Here's my very, very primitive way of building sailing vessels in Traveller: I use the drive potential table.

To get knots, multiply performance by 4.

Sail volume is something small, like 1 ton per 1000 square meters.

Naturally, ships are also limited to their maximum speed by size. So I need a DM table based on general volume ranges.

For instance, something like:
</font>
  • ships under 100 tons get a -4 penalty.</font>
  • ships 100-399 tons get a -3 penalty.</font>
  • ships 400-999 tons get a -2 penalty.</font>
  • ships 1000-3999 tons have no penalty.</font>
  • ships 4000+ tons have a +2 bonus.</font>

The drive letters map to a rigging table, which badly needs tweaking.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Code Rigging Area (sqm) Cost (MCr)
A 160 0.20
B 320 0.30
C 480 0.40
D 640 0.50
E 800 0.60
F 960 0.70
G 1120 0.80
H 1280 0.90
J 1440 1.00
K 1600 1.10
L 1760 1.20
M 1920 1.30
N 2080 1.40
P 2240 1.50
Q 2400 1.60
R 2560 1.70
S 2720 1.80
T 2880 1.90
U 3040 2.00
V 3200 2.10
W 4000 2.20
X 4800 2.30
Y 6400 2.40
Z 8000 2.50</pre>[/QUOTE]Question: How much would hulls cost? I'm thinking maybe Cr10,000 per ton.


Weapons

Cannon is purchased in pairs with a total volume of 5 tons. One cannon is installed to port, and one is installed to starboard.

Cannon are rated in strength from 1 to 10, costing from Cr10,000 to KCr100 per installed pair.

One "hardpoint", as defined in CT, allows up to 10 cannon to be installed.

On ships under 1000 tons, cannon are divided evenly into two batteries, one port and one starboard.

On ships 1000+ tons, cannon can be divided into four batteries.

There is also single gun possible fore, and a single gun possible aft.


I'll ignore ballista, relegating it to some sort of portable "infantry support" weapon.
 
Sailing Ship Example

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Volume Component MCr
(100) Hull 1
1 Sail-F 0.7
25 Cannon/5 pair: 0.3
5 #3 cannon port
5 #3 cannon stbd
</pre>[/QUOTE]Performance: 3 (12 knots)

Its sail actually permits a performance of 6, but the ship has a size penalty of -3. Consider the extra sail as spare to compensate for damage.

It's got the max allowance of cannon, in two batteries of five, but is only using #3 cannons, which I presume are relatively small.
 
Sailing Ship Example

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Volume Component MCr
(100) Hull 1
1 Sail-F 0.7
25 Cannon/5 pair: 0.3
5 #3 cannon port
5 #3 cannon stbd
</pre>[/QUOTE]Performance: 3 (12 knots)

Its sail actually permits a performance of 6, but the ship has a size penalty of -3. Consider the extra sail as spare to compensate for damage.

It's got the max allowance of cannon, in two batteries of five, but is only using #3 cannons, which I presume are relatively small.
 
Thanks S4. Needs a lot of tweaking. And it's actually straying further from Traveller than I like already. I'd rather re-use existing rules as much as reasonable.

Example - the cannon. I think it would be best to piggyback off of existing rules.
 
Thanks S4. Needs a lot of tweaking. And it's actually straying further from Traveller than I like already. I'd rather re-use existing rules as much as reasonable.

Example - the cannon. I think it would be best to piggyback off of existing rules.
 
Sailing Ship Example 2

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Volume Component MCr
(1000) Hull 10
3 Sail-V 2.1
125 #4 Cannon/25 pr 1
125 #8 Cannon/25 pr 2</pre>[/QUOTE]Performance: 4 (16 knots)

In this example, the ship has four batteries; two port and two starboard. The two batteries per side are: a 25-gun #4 battery and a 25-gun #8 battery.
 
Sailing Ship Example 2

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Volume Component MCr
(1000) Hull 10
3 Sail-V 2.1
125 #4 Cannon/25 pr 1
125 #8 Cannon/25 pr 2</pre>[/QUOTE]Performance: 4 (16 knots)

In this example, the ship has four batteries; two port and two starboard. The two batteries per side are: a 25-gun #4 battery and a 25-gun #8 battery.
 
Looks interesting - turning Traveller into a true age-of-sail game, eh? The flintlocks are already in LBB1 and so are the cutlasses, and now that we have sailing-ship rules all we need are new careers and a few skills - and, ofcourse, rules for TL3 Prosthetics (peg legs and hook hands) and to convert the Parrot to LBB3 animal rules - and we could have a ye ol' Pyrates game! ARRRRRRRRRRRRR! :D
 
Looks interesting - turning Traveller into a true age-of-sail game, eh? The flintlocks are already in LBB1 and so are the cutlasses, and now that we have sailing-ship rules all we need are new careers and a few skills - and, ofcourse, rules for TL3 Prosthetics (peg legs and hook hands) and to convert the Parrot to LBB3 animal rules - and we could have a ye ol' Pyrates game! ARRRRRRRRRRRRR! :D
 
Originally posted by Employee 2-4601:
Looks interesting - turning Traveller into a true age-of-sail game, eh? The flintlocks are already in LBB1 and so are the cutlasses, and now that we have sailing-ship rules all we need are new careers and a few skills - and, ofcourse, rules for TL3 Prosthetics (peg legs and hook hands) and to convert the Parrot to LBB3 animal rules - and we could have a ye ol' Pyrates game! ARRRRRRRRRRRRR! :D
The archaic weapons in Supplement 4 and The Spinward Marches Campaign could be useful...as well as the Sailor career from Supplement 4.

HARTY-HARR-HARRRRRRRRRR, YE MATEY!!!!!
 
Originally posted by Employee 2-4601:
Looks interesting - turning Traveller into a true age-of-sail game, eh? The flintlocks are already in LBB1 and so are the cutlasses, and now that we have sailing-ship rules all we need are new careers and a few skills - and, ofcourse, rules for TL3 Prosthetics (peg legs and hook hands) and to convert the Parrot to LBB3 animal rules - and we could have a ye ol' Pyrates game! ARRRRRRRRRRRRR! :D
The archaic weapons in Supplement 4 and The Spinward Marches Campaign could be useful...as well as the Sailor career from Supplement 4.

HARTY-HARR-HARRRRRRRRRR, YE MATEY!!!!!
 
FASA had some sailing vessel info in one of there suppliments for the Reaver's Deep (EA was the planet IIRC). I think there were even specs for a couple of them. TL was 2 or 3 as I remember, which would put it right about where you need it.

Aslan Pirate RRRAAARRR!
 
FASA had some sailing vessel info in one of there suppliments for the Reaver's Deep (EA was the planet IIRC). I think there were even specs for a couple of them. TL was 2 or 3 as I remember, which would put it right about where you need it.

Aslan Pirate RRRAAARRR!
 
Really? I'll borrow a copy from David Smart. And yes, TL2 and TL3 are the right places. TL1, I believe, may also include rowed galleys and wimpy sails.

TL4 is the industrial age, isn't it? So, perhaps that's too advanced.
 
Really? I'll borrow a copy from David Smart. And yes, TL2 and TL3 are the right places. TL1, I believe, may also include rowed galleys and wimpy sails.

TL4 is the industrial age, isn't it? So, perhaps that's too advanced.
 
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