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Terran Commonwealth -- Starships

Hi,

Looking over your smaller warships I have become very confused.

Specifically, taking the ANZAC Corvettes as an example you appear to show 12 crew plus 13 Marines but only 9 staterooms and 14 low berths. From your write up it appears that you intend for the Marines to be kept in low berths until needed. This brings to mind a couple questions.

  • First, what low passage rules have you assumed and how do you envision the resussitation of the Marines as being handled, such as how much time will they need before becoming fully combat ready and what resources will they need? Specifically, is there any space allocated to the Marines once they are taken out of low passage to allow them to recouperate, gear up, and wait until they deploy?

IMTU, low berths are very safe, unlike the relatively lethal version in the standard Traveller universe. I haven't given a great deal of thought to it, but I'd imagine that the marines would require maybe an hour of recuperative time to become fully operational. There is no extra space allocated for the marines to "mill about". The ANZAC is a cramped ship and the carrying of a marine platoon is something of an ad-hoc enterprise. An ANZAC is definitely *not* a dedicated troop transport. But the Commonwealth Navy is stretched very thin and such makeshift measures are common.

  • Second, since there are only 9 staterooms I assume that some of these are double occupancy (4dt) staterooms as opposed to the 2dt single occupancy rooms that it appears you used on the CV Indefatigable. Is this correct?

Most staterooms are double occupancy on Commonwealth naval ships. The exception is the Captain's cabin, which is single occupancy. Depending on the ship, the commander of the marine force or the CAG might get a single occupancy cabin. Since ANZACs are used for courier missions, they have an extra cabin for the occasional VIP. Traditionally, the Marine officer in charge of the Marine platoon gets his own cabin.

Additionally, as with your other designs, it appears that no additional fuel is carried onboard for the small craft. Is this correct?

Correct. In CT, small craft carry a month's worth of fuel, which is typically the same duration as the ship itself. Since the mothership will run out of fuel at the same time as the small craft, I see no reason to carry extra fuel.

Finally, one minor correction I noted is that you list crew as 11, but show a total of 12.

Correction made; thanks.
 
Hi,

I'm not fully sure I understand what you mean by "fussy" with regards to bays.

"Fussy" is a reference to the special rule that you cannot count bay tonnage in determining the maximum number of turrets. I didn't want to have an easy to forget rule like that, so I slightly reduced the number of weapons in each bay.

...For reference a sphere 5000dt in volume would be about 25.3m in radius and would have a surface area of 8112 sq m (I believe). thus these bay openings would account for about 35% of the surface area of the sphere and 50% of the total internal volume.

Since LBB2 does not have surface area, I chose to also ignore it. I'm really not interested in adding surface area to the rules.

Beyond the questions on volume and area requirements there is also a question on how the weapons are powered as so many weapons on one hull raises questions on what their power draw must be.

Not for me. I assume that the power plants on the ship are sufficient to power whatever the ship is capable of mounting. LBB2's starship design system hits a sweet spot for me -- it's detailed enough to be engaging, yet simple enough to be enjoyable. I have no interest in recreating Fire, Fusion and Steel, GURPS Vehicles, or any other gearhead tomes.

One thing I have always tried to do in Traveller, is that even if I am using one set of rules, if I can't find an answer in them, I will try and see if I can find something in other Traveller rule sets, other non-Traveller rule sets, or even something analogous from present day that I can use as a model to do a sanity check with and try and come up with something I can use in the system that I am using.

That's fine, as long as your underlying assumptions are clear and reasonable. Of course, we might well differ on what a "bay" is, for instance.

PS. Looking back over my posts I realize that I may have left something out in the discussions. Basically, there are two things that concern me about the BB Virginia class concerning the bays and it may not be clear from my previous posts. First, the BB Virginia appears to have 25 100dt bays on a 5000dt hull, which is at least 5 times as many as you might expect under other rule sets, which led to my comments on how much volume and hull surface area these items will consume. The other issue is that the ship mounts a full array of 50 turrets. In general, most Traveller rulesets allow for 1 turret per 100dt of hull, they make reductions to this if other weapons are also fitted. For example, I provided a formula derived from LBB5 previously, and in GT:IW they just assume that a 100dt bay will displace 10 turrets, while a 50dt bay would displace 8 turrets.

I am far more interested in whether the Virginia class *acts* like a battlewagon in the game. It does -- it will obliterate an armed merchantman of equal tonnage in combat. Its combat power is comparable to a carrier force of similar displacement. The carrier is more flexible, but costs more. This is exactly what I wanted.

As for the physics, well, I just don't care too much about that. If it becomes necessary, I can rationalize an explanation. For instance, the idea of a laser "turret" is rather quaint. It seems to me that a laser "lens" is what we might really see. And while a weapons "bay" takes up 100 tons, it could well be that only a small amount of surface area is required.

For the ship sizes in question in this thread I could maybe almost kind of see some merit in the argument about not wanted to reduce the number of turrets just because a bay is fitted if a limit of 1 bay per 1000dt were used, but the combination of a full 50 turrets and 25 100dt bays just seems so unbalanced to me, not to mention the issues I noted about powering concerns. Anyway, just some thoughts/clarifications etc I wanted to add [End Edit]

I think you're getting too hung up on terminology. I chose "bay" simply because it was a familiar word. Whatever it is, it's the mechanism by which a starship dedicates tonnage to weaponry. I'm just not worried about what physical form that takes. Maybe they are "bays" in the High Guard sense. Maybe they're "Space Cruiser Yamato" style turrets. Or something else entirely. What's important to me is how the system works in the game. rationalization is easy and can come later.
 
Ty: Typical deck plans often go as low as 3x3m per stateroom. (since that's about 9'7"... that's a reasonable "small" room. Many trailers have 8'x6'.
 
Hi,

With respect to the CV Indefatigable, I tried to recreate your design and came close asuming that the staterooms you mention are half sized staterooms, but I was just a little off your totals. Specifically I come up with a total cost of 1168MCr and 17 dt left over.

The numbers for the Indy were slightly off. At the time, I used a spreadsheet that was imperfect. I've got it in better shape now. The reason you couldn't replicate my numbers is that I misstated the number of staterooms -- it's 110 + a double sized stateroom, rather than 210. The costs and cargo have been slightly revised in the original post. Also, I added a note that Indys might carry fewer fighters on extended missions.
 
I just read this thread on the ship designs and came up with a suggestion regarding the Dropships:

What about a command module for the Marines that would be left at the landing site to provide communications and command control? It would be armored against medium weapons (at the least) and have provisions for mounting a couple of heavy machineguns or VRF Gauss Guns on pintel mounts on the roof.

There would be less personnel carried, but really you'd only need the HQ section (maybe 5-6 plus security personnel) to be carried. Ammunition for the defense weapons. The rest of the spce would be devoted to communications and ELINT gear.

The module would provide a rally point during pickups, for casualty evacuation, and a place to make that Rorke's Drift type stand against the natives.
 
I just read this thread on the ship designs and came up with a suggestion regarding the Dropships:

What about a command module for the Marines that would be left at the landing site to provide communications and command control? It would be armored against medium weapons (at the least) and have provisions for mounting a couple of heavy machineguns or VRF Gauss Guns on pintel mounts on the roof.

There would be less personnel carried, but really you'd only need the HQ section (maybe 5-6 plus security personnel) to be carried. Ammunition for the defense weapons. The rest of the spce would be devoted to communications and ELINT gear.

The module would provide a rally point during pickups, for casualty evacuation, and a place to make that Rorke's Drift type stand against the natives.
Sounds good to me. Possibly a small medical area too - or should that be a separate drop module?
 
I just read this thread on the ship designs and came up with a suggestion regarding the Dropships:

What about a command module for the Marines that would be left at the landing site to provide communications and command control? It would be armored against medium weapons (at the least) and have provisions for mounting a couple of heavy machineguns or VRF Gauss Guns on pintel mounts on the roof.

There would be less personnel carried, but really you'd only need the HQ section (maybe 5-6 plus security personnel) to be carried. Ammunition for the defense weapons. The rest of the spce would be devoted to communications and ELINT gear.

The module would provide a rally point during pickups, for casualty evacuation, and a place to make that Rorke's Drift type stand against the natives.

There are a number of variants of the LAV-40 troop carrier. One of them is the LAV-441 command vehicle. It would perform the function that you're envisioning, I think. It's a high tech equivalent of the M577 tactical operations center, a variant of the M113. Fixed CPs would be unable to keep up with mobile formations (and would be easy to target). The LAV-441 is typically found as a battalion level CP and is usually accompanied by a LAV-402 point defense vehicle for protection from enemy artillery and airstrikes. Typically a Marine battalion has 2 LAV-441s making up its command assets. A Marine brigade will have 4-5 LAV-441s.

Company level marine command posts--such as the Marine Expeditionary Group carried by a Tarawa class transport--tend to be fairly spartan affairs and are usually transported in one of the hovertrucks once landed.

For long term operations in a region, an immobile temporary base like you postulate would probably make sense.
 
Hey TB, what is your position on adventure class ships for this campaign setting? As you know, I have pretty much begun using much of your wonderful setting here but I have stuck with the standard designs for sub 1000 dtons birds.

Any thoughts?
 
Hey TB, what is your position on adventure class ships for this campaign setting? As you know, I have pretty much begun using much of your wonderful setting here but I have stuck with the standard designs for sub 1000 dtons birds.

Any thoughts?

I use the 200 ton far trader as the basic PC starship, so I think I'm in agreement with you. Thanks for the compliments.
 
Miissing Ship

Greetings !

After scrolling through all of these ships, there seems to be a missing ship, the IMS New Jersey Arsenal ship.

Are there any plans to provide the ship stats and information about the adversaries of the NAC ?

That is all.
HRLMT
 
F-23 Buffalo fighter
10 tons; MCr 6 (MCr 3 through the Commonwealth Mutual Assistance Program or Surplus Disposition Agency). TL9; but could be built at TL7. The F-23 has been phased out of frontline naval service, but can still be found in a few reserve and colonial squadrons and in many private and client state squadrons. It has atmospheric control surfaces and vectored thrust, which make it more effective in atmospheric combat. 2-G ("afterburners" allow 3-G for 3 turns), 1 pilot. 1 integral pulse laser, 2 ordinance hardpoints. Requires 1 ground crew. Typical missile loadouts:
-CAP -- 4 x AFM
-Strike -- 2 x SRAM/CRAM
-Ground Support -- 2 x GAM (250kg brilliant guided bomb). Integral laser sometimes replaced with VRF gauss pod.
Under what rules did you design the small craft in this tread? HG backported to LBB2?
 
Under what rules did you design the small craft in this tread? HG backported to LBB2?

I honestly can't recall, but I suspect that the fighters were designed by fiat. I.e., they were mods to the existing LBB2 fighter. For interest, I postulated a number of new systems (air to air missiles, brilliant munitions, etc.).

The dropship is the ship's boat with the serial numbers filed off. The Vindicator was probably a modification of one of the small craft.

The tiltrotors were projections (I.e., TL10 fusion powered) of modern (TL8) aircraft. The Commonwealth Marines' LAV was a similar projection of the current LAV III series of wheeled fighting vehicles.

Also, I note that I failed to list the abbreviations for the various ordnance packages I postulated:

Short Range Attack Missile (SRAM) 8 pts dmg, 6-G 2 turns
Close Range Attack Missile (CRAM) 12 pts dmg, 6-G, 1 turn
Long Range Attack Missile (LRAM) 2 pts dmg 8 turns
Anti-Fighter Missile (AFM) 1 pts dmg 6-G 6 turns (the AFM is 1/2 the size of standard missiles)

The ships were designed using a modified LBB2 system, with additional stuff from this thread: http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=11089
 
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I honestly can't recall, but I suspect that the fighters were designed by fiat. I.e., they were mods to the existing LBB2 fighter. For interest, I postulated a number of new systems (air to air missiles, brilliant munitions, etc.).
I know (have read your other tread in detail). Interesting.

The dropship is the ship's boat with the serial numbers filed off. The Vindicator was probably a modification of one of the small craft.

The tiltrotors were projections (I.e., TL10 fusion powered) of modern (TL8) aircraft. The Commonwealth Marines' LAV was a similar projection of the current LAV III series of wheeled fighting vehicles.
Many thanks for the details.

Also, I note that I failed to list the abbreviations for the various ordnance packages I postulated:

Short Range Attack Missile (SRAM) 8 pts dmg, 6-G 2 turns
Close Range Attack Missile (CRAM) 12 pts dmg, 6-G, 1 turn
Long Range Attack Missile (LRAM) 2 pts dmg 8 turns
Anti-Fighter Missile (AFM) 1 pts dmg 6-G 6 turns (the AFM is 1/2 the size of standard missiles)
Many thanks!

The ships were designed using a modified LBB2 system, with additional stuff from this thread: http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=11089
I know that thread and have read it several times over, it is very interesting indeed...
 
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