DESIGN
(1) CT High Guard is the template.
(2) Upended to easily allow payload-driven design.[FONT=arial,helvetica]
[/FONT](3) Expanded hull sizes, component systems, and TLs, per T5.[FONT=arial,helvetica]
[/FONT](4) Spines are expanded into a Maker system.
(5) Bays are managed in batch-tonnage notation, rather than singles.
(6) Turret and barbette groups are managed with a point-defense notation.
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SpineMaker
A spine's "letter" maps to its damage rating, while volume and power depends on the weapon and its TL. Other effects may alter the spine further (range, configuration, etc). A dedicated power plant is required.
The output is a set of default spines close to the lists in CT, and a wide range of alternatives.
Contrived, fake example: take a Standard PA "A" Spine - call it 4,000 tons, Rating A (10), requiring 40,000 EP (these are T5 EPs, not HG2 EPs). The K40 F+plant and operations space required to power and run it is 4,000 tons, for a total spine package volume of 8,000 tons.
Bays
The table for Bay Weapons changes when used with Traveller5. "Attack factor" in Traveller5 is actually the Target Number, and is more strongly related to tech level. What's more, ships by default have distributed power systems, meaning non-spine weapon emplacements have their own internal power plants, charging capacitors, etc. Finally, there are fewer restrictions about what can go in a bay, with one exception: meson guns can only be mounted as a "main" gun or a spine.
Batch Tonnage Notation. Each bay has an attack bonus and a damage rating. When bought in bulk, the total number of guns, total attack bonus, and total damage is recorded in a way that makes combat faster. For example, enough large bays bearing on a target can bypass the need to roll to hit. Thus what could be recorded is simply the damage and range for that battery.
If you were to express this in High Guard terms, the bay weapon tables (plus a "main weapon" table) might look like this:
Code:
200-ton Main Gun
Weapon TL 7 8 9 A B C D E F G H J K L M MCr
---------------- ----------------------------- ----
Missile J K L M N P Q R S T U V W X Y 20.2
KK Missile M N P Q R S T U V W X Y 23.0
Salvo Rack M N P Q R S T U V W X Y 30.0
Ortillery P Q R S T U V W X Y 35.0
Rail Gun P Q R S T U V W X Y 32.0
PA N P Q R S T U V W X Y 22.5
Meson Gun Q R S T U V W X Y 25.0
Plasma Gun M N P Q R S T U V W X Y 21.0
Fusion Gun P Q R S T U V W X Y 21.5
Tractor/Pressor T U V W X Y 25.0
Jump Damper R S T U V W X Y 35.0
Jump Inducer U V W X Y 21.0
Disruptor V W X Y 35.0
AM Missile X Y 25.0
Stasis Y 25.0
100-ton Bay
Weapon TL 7 8 9 A B C D E F G H J K L M MCr
---------------- ----------------------------- ----
Missile G H J K L M N P Q R S T U V W 10.2
KK Missile K L M N P Q R S T U V W 13.0
Salvo Rack K L M N P Q R S T U V W 20.0
Ortillery M N P Q R S T U V W 25.0
Rail Gun M N P Q R S T U V W 22.0
PA L M N P Q R S T U V W 12.5
Plasma Gun K L M N P Q R S T U V W 11.0
Fusion Gun M N P Q R S T U V W 11.5
Tractor/Pressor R S T U V W 15.0
Jump Damper P Q R S T U V W 25.0
Jump Inducer S T U V W 11.0
Disruptor T U V W 25.0
AM Missile V W 15.0
Stasis W 15.0
50-ton Bay
Weapon TL 7 8 9 A B C D E F G H J K L M MCr
---------------- ----------------------------- ----
Missile C D E F G H J K L M N P Q R S 5.2
KK Missile F G H J K L M N P Q R S 8.0
Salvo Rack F G H J K L M N P Q R S 15.0
Ortillery H J K L M N P Q R S 20.0
Rail Gun H J K L M N P Q R S 17.0
PA G H J K L M N P Q R S 7.5
Plasma Gun F G H J K L M N P Q R S 6.0
Fusion Gun H J K L M N P Q R S 6.5
Tractor/Pressor M N P Q R S 10.0
Jump Damper K L M N P Q R S 20.0
Jump Inducer N P Q R S 6.0
Disruptor P Q R S 20.0
AM Missile R S 10.0
Stasis S 10.0
Hull
Price per ton varies with configuration:
Code:
Configuration Base Cost + MCr per kiloton
---------------- --------- ---------------
Planetoid 0 10
Cluster 0 20
Braced 0 30
Unstreamlined MCr 2 30
Streamlined: MCr 2 60
Airframe: MCr 2 80
Lifting Body: MCr 4 120
Drives
Please observe TL restrictions, stage effects, and fuel efficiency, per Traveller5.
Code:
Rating
Base 1 2 3 4 5 6 7 8 9
Maneuver 1.0% 2.0% 3.0% 4.0% 5.0% 6.0% 7.0% 8.0% 9.0%
Jump 5 + 2.5% 5.0% 7.5% 10.0% 12.5% 15.0% 17.5% 20.0% 22.5%
Power 1.5% 3.0% 4.5% 6.0% 7.5% 9.0% 10.5% 12.0% 13.5%
Total volume = Base + Percentage x Hull Volume.
Crew and Life Support
Crew Module. 25 tons, MCr 4. Provides 4 months' life support for 10 crew at comfort -2 (which is not a problem for military vessels). The "naval crew module" consists of five 2 ton staterooms, five 1 ton spacer niches, 6 tons' worth of crew lounge, 1 crew common fresher, a storage locker, and 2 tons of long-term life support.