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TL 11 Armed Tender/Coustoms Cutter (TNE)

Canonical requirements are at least one bunk or one-half stateroom per crewman. Anything more crowded than that is not permitted except for passengers outside the imperium.

So yes, staterooms, 1 per 2 crew. Officers should have 1 stateroom each.

In TNE however the concept of 'Hot Bunking' for military crewmembers is a feature, and can be seen in the TNE Patrol Cruiser design.
 
OK no general decent or overwhelming approval? I'm thinking of cutting the Cargo back to a flat 60 D Tons with a .5 D ton Arms Locker and giving the 10 tons over to Fule, but I want to see how much Volume & Mass gets eaten up by the P-Plant upgrade first.

on an operational note, most of the time these things cursed at 1G and only kicked in the 2G when someone did a Runner or it was working emergency response. Given this thing is intended for in system use when not serving as a Military Auxiliary 90 odd 1G Turns seams like good endurance.

The only thing I can think of is that you might want to increase the sensor spec, and maybe add back one short-ranged MFD. You might want to increase the armour if the ship can take the added mass.

I'll say that 60dT sounds like a big cargo capacity for a paramilitary ship - what tasks was it originally designed to perform on top of customs/patrol duties?

One additional thing, what timeframe was the ship originally designed? If it's late rebellion then TL-11 is probably the best that can be done, given local resources - but if it's early rebellion/pre-rebellion then TL-F components could be available from the colonial power, Gresham. TL-C might also be available from Agiuuir, the other Gresham colony.
 
The Ship is a Customs vessel and Multi-Role Tender, as a Customs Ship it needs Cargo space for ceased contraband and rescue supplies, you could also carry minor repair supplies and repair shops and/or a sick bay module, extra flue in demountable tanks and somewhere to carry recovered Life Pods.

As a Military Supply Tender it would support an entire Squadron of Minor Combatants or one or two Major Combatants, Fit it out with Machine & Electronics Shops and repair supplies and it becomes a Repair Tender, Demountable L-Hyrd tanks and it's a Fluer, Sick Bays and extra Staterooms and it's a hospital Ship or just extra state rooms and it's a Troop or Relief Crew Transport.

Build them Bog Standard and Fit (or Refit) them out as needed once they leave the Yard.

It's tough to build Warships at TL-10 & 11 and easy to make mistakes at TL-12, having these around at appropriate TL for your Fleet means your combatants don't have to be Self-Supporting in the Repair department and can carry shorter supply stocks giving them more room for Kill-Were and Free Mass for Armour. at TL-13 (and even TL-12 if your smart) and above you start to end up with free Mass and Displacement to carry your own Repair Shops and Hospital Decks, larger Ships Stores and Flue Tankage
 
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