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Solomani Ships

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I'm at work and working on some campaign background - not that I would EVER do Traveller stuff at work ;) - but the downside is that I don't have my stuff with me. Does anyone out there have the CT stats for the Solomani Trader and Solomani Bulk Carrier?
 
Short format:

Free-Trader (Type SA)

400T Streamlined
Jump D (2)
Power D (2)
Manuever D (2)
Fuel 100T (J2 + 4wk)
Cmpt Mdl 1bis
Staterooms x13 (8 pass 5 crew)
Pilot, Nav, Eng, Eng/Boat, Stw/Med
Two hardpoints and fire control
No weapons mounted
20T Launch (nose mounted)
160T cargo
Cost Mcr 133.4 discounted

Bulk Carrier (Type SK)

1000T Unstreamlined
Jump K (2)
Power K (2)
Manuever K (2)
Fuel 220T (J2 + 4wk)
Cmpt Mdl 2bis
Staterooms x20 (11 pass 9 crew)
Cmd/Pilot, Nav, Eng x3, Stw x2, Gun/Boat, Gun/Med
Lowberths x10
Two hardpoints and fire control
No weapons mounted
30T Ship's Boat
536T cargo
Cost Mcr 369.7 discounted
 
You're welcome. Now that I've had a moment I checked the designs and like most of the prepared ships there are a couple minor nits in the build. Using TTB/LBB:

The Free-Trader should be either a custom design costing Mcr134.7 or a standard design costing Mcr121.2 but with a reserve of 5.0T in the Drive Section and only 155.0T of Cargo in the Main Section.

The Bulk Carrier is fine as is if a custom design or if it's a standard design it has 60.0T reserved in the Drive Section and only 476.0T of Cargo in the Main Section, with a discounted price of Mcr332.7

These are of course minor errors and you could just accept them as is. Also there is nothing ;) but some safety regulations, customs patrols and possible access and damage concerns keeping a Captain from carrying cargo in the Drive Section up to the reserved tonnage capacity.
 
Slightly out of topic. There are a good variety of homemade alien ships' write-ups to Traveller. However, I wonder how they look like. The Alien modules are sort of scarce in illustrating alien technology (in fact Solomani is one of the best in this regard). Still I would interest to know how alien equipment would look like. Different species would certainly have different aesthetic choices, so this would be very exciting.

Any interesting sites in this subject?
 
Well for starters on this I believe the Starship Operators Guide (DGP I know but I like this one) told us that different races have different styles of jump grid. Hexagons for the Zhodani, Triangles for the Vargr etc. Thought that was interesting.
 
Originally posted by BenBell:
Well for starters on this I believe the Starship Operators Guide (DGP I know but I like this one) told us that different races have different styles of jump grid. Hexagons for the Zhodani, Triangles for the Vargr etc. Thought that was interesting.
Yep, that was a great book. A pity the series never continued or we might have some of those alien examples. The grids were actually hexagons for Droyne ships, the Aslan used whorls and spirals, the triangles were the Zho, and the Vargr had according to 'the Old Timer's' observation "... like a hodgepodge... Must be hell for their navs to plot... "

I always thought there must be some reason behind the variety of 'grid' layouts. Well actually I came up with a number of different reasons, I should probably write them up and throw them into the CotI submissions I'm working on. Oh the Imperials btw, perhaps as a result of the rule of man, use a true 'squared' grid, no idea what 1st Imperium ships might have used.

As for alien ships I've done a couple simple deckplans for Aslan ships and kept everything nice and cozy, rounded edges, avoiding sharp lines as much as possible, and low lighting throughout. I also did one alien 'living' ship in a similar way but more 'organic' and Giegeresque (?) (shortly after Alien).
 
Originally posted by far-trader:
Originally posted by BenBell:
[qb] I also did one alien 'living' ship in a similar way but more 'organic' and Giegeresque (?) (shortly after Alien).
Always remember the original Alien was Cargo and transformed the interiors of the big ship. For a real organic ship you will have to look elsewhere eg 2300AD for Pentapod technology or Fading Suns for Sybiotic tech. For such references, I always found it cool to use Dark Tek from GDW's Dark Conspiracy game when I wanted to invoke the Lovecraftian derelict lifeboat scenario. Using weapons that suck the lifeforce from characters can be very effective in not creating a Bug-Hunt bloodbath, whilst giving the Aliens an upper hand.
 
The Aslan used ovals and curves in their ships, no straight lines.
The Vargr Prefered needle shapes with strong contrasting colors, due to lack of color vision
The Sylean ships are illustrated as thin wedges
Vilani construction is non asthetic, boxy, often not realy aerodynamic, think of far traders.

------------------------------
In the end, Murphy will rule
 
Resurrecting anold thread
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First, were there any Solomani ships published in cannon besides in AM6 - Solomani pp.42-43? Book and page references would be welcom.

Second, what do you think would be the (HG, I presume) Solomani ship paradigm and naval doctrine? how different would it be from the Imperial one?

And third and last, I think all Solomani ships illustrated in AM6 - Solomani have something from the airplane (or the rocket) preserved in their design, in opposed to the more cubistic Imperial ships. Solomani streamlining is far more aerodynamic than Imperial streamlining, possibly because of less trus in gravitic flight (?).
 
Originally posted by Employee 2-4601:
Resurrecting anold thread
file_23.gif


First, were there any Solomani ships published in cannon besides in AM6 - Solomani pp.42-43? Book and page references would be welcom.


FASA published the Endeavour patrol frigate in their Adventure Class Ships vol. 2, p.11

Second, what do you think would be the (HG, I presume) Solomani ship paradigm and naval doctrine? how different would it be from the Imperial one?


I wrote an article on Solomani naval practice to go along with the Solomani vessels I designed for the upcoming PP:F supplement. My article isn't going to be published but in it I said that the Solomani mostly follow Imperial practice but do tend to have some Aslan influence in their designs (using fighters more widely, having ground troops on most ships). I also said that the Solomani also like to produce two versions of the same design, one with a particle accelerator, and the other with a meson gun, to simplify construction by using the same basic blueprints and sub-assemblies.


And third and last, I think all Solomani ships illustrated in AM6 - Solomani have something from the airplane (or the rocket) preserved in their design, in opposed to the more cubistic Imperial ships. Solomani streamlining is far more aerodynamic than Imperial streamlining, possibly because of less trus in gravitic flight (?).
I said that the Solomani go for the needle/wedge and cone configurations because they give protection against meson guns, and because the Solomani think ships built on those configurations look more aggressive and menacing.
 
As an aside towards the older posts, the Vilani architectural sensibilities actually tend towards rounded geometrics. As starships go, the standard Fat Trader (Type R) and most of the standard subcraft, as well as the Broadsword, fit this vision closest. There was a starport field in Vilani & Vargr that had a few more (alas, of anonymous make and model).

Speaking of the Vargr, their original starships were typically cylinders, but an encounter with the Zhodani about the time of the Ramshackle Empire brought about an architectural revolution in their ships. Vargr seem to prefer hulls that are somewhat reminiscent of the canine head or muzzle, in just about any size and in a wide variety of proportions. They also tend to embellish this basic form with fins, often to excess.
 
Originally posted by The Oz:
I wrote an article on Solomani naval practice to go along with the Solomani vessels I designed for the upcoming PP:F supplement. My article isn't going to be published ...
So, as it won't be publish, any chance of getting a look at this article? Plz plz plz! C'mon Oz, share the wealth shipmate!
 
I vaguely remember an article from back in the days of MT suggesting that Solomani ships are better armoured and less luxurious (smaller staterooms etc).
 
Originally posted by Employee 2-4601:

Second, what do you think would be the (HG, I presume) Solomani ship paradigm and naval doctrine? how different would it be from the Imperial one?
According to my copies of both DGP Solomani&Aslan as well as Rim of Fire.... the Solomani Navy is modeled somewhat after the Imperial system: each subsector in the Confederation maintains its own local navy. And in time of war, all these subsector navies are then combined into the Solomani Grand Fleet.

In addition, the Solomani have a very large "reserve" force, the Home Guard. The home guard is either the Navy Home Guard, or the Army Home Guard. The Home Guards are raised from local populations (i.e. naval militias, or army militias).... but are more or less trained and subsidized by the Confederation government.
 
Ok, I'll probably start designing my own (HG) Solomani vessels for the Unity of Gaia OTU-variant. I'll put a strong emphasis on small to medium ships, though, as the UoG is a Hard Times/(virusless) post-Rebellion milieu set in the late 1130's, and most big-ass dreadnoughts were destroyed in the heavy fighting of the Rebellion.

My concept for the Solomani Light Cruiser (a rare ship in UoG but a few exemplars are still around) is an unstreamlined 10Kdton ship with ultra-powerful engines on one side and a menacing spinal on the other, carrying alot of troops (company probably) and as many fighters as size constrains allow it.

I'm also thinking of a Raider, about 5Kdton, with several particle (?) and missile bays and 2-Jump-3 capability, used for hit-and-run attacks.

At 5Kdton-20Kdton I'll have several commercial and military transports.

I'm thinking along the lines of troops carried on the Battalion or Regimental level, i.e. each Batallion or Regiment having its own transport craft. Troops would be carried in either double-occupancy or even low berths (though that would mean a massive troop loss due to cryo-shock, unless my cryogenics house rules would be in effect). Most remaining troop transports at the UoG times would be Battallion ones.
 
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