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TL 17 Starships

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A sandbox for testing out ships just a bit beyond what I'm used to seeing.


Long Range Courier SL-AL11 Grendel MCr85.3

Owner: Republic of Regina

Using a 100-ton, TL17 hull, the Grendel-class Scout mounts hop drive-A, jump drive-A, maneuver drive-A, and power plant-A, giving a performance of hop-1, jump-1, and 1G maneuver. A collector powers the interstellar drives. Fuel tankage supports 6 months of operations. Attached to the bridge is a Computer Model/1 std. There are 4 staterooms and no low berths. Installed weaponry include 1 deployable Hybrid L-S-M triple turret. Cargo capacity is 20 tons. The ship has a lift body hull, with scoops, intakes, and bins for frontier refueling.

Carried craft include 1 Air/Raft Enclosed in a Hull Niche. The ship can carry up to four crew.


Actual volume: 97.5 tons
Crew comfort: +0
Passenger demand: -5

Code:
   Tons     Component                                MCr    Notes
-------     -----------------------------------    -----    --------------------
    100     Lift body Hull, lifters                   16    L, lifters
      1     Landing legs with pads                     1    
      0     AV=40. 1 Kinetic Charged                   0    
      0     Jump Fuel (0  parsec)                      0    0 parsec jump, at 10t per parsec
    4.8     Plant Fuel (6 months)                      0    6 months
     10     Hop Drive-1 (A)                           10    H 1
   0.66     Adv Maneuver Drive A (R1)                  4    R1
    3.3     Adv Jump Drive A (R1)                     10    R1
   1.32     Adv PowerPlant A (R1)                      4    R1
    6.6     Adv Collector A (R1)                      10    R1
      2     Fuel Bins with Purifier                  1.1    20 t/hr
      2     Fuel Intakes with Purifier               1.1    40 t/hr
      2     Fuel Scoops with Purifier                1.1    100 t/hr
      0     AR Surf CommPlus                         1.5    
      0     AR Surf HoloVisor                        1.5    
      1     AR Ant Scanner                           1.5    
      1     AR Ant Jammer                            1.5    
      1     AR Ant Stealth Mask                      1.5    
      0     Vd Surf Activity Sensor                  0.6    
      0     Vd Surf Deep Radar                       0.6    
      0     Vd Surf Densitometer                     0.6    
      0     Vd Surf Life Detector                    0.6    
      0     Vd Surf Mass Sensor                      0.6    
      0     Vd Surf Field Sensor                     0.6    
      0     Vd Surf Proximeter                       0.6    
      0     Vd Surf Radiation Sensor                 0.6    
      0     L Surf Sound Sensor                      0.3    
      0     L Surf Analyzer/Sniffer                  0.3    
      3     Vd T3de Hybrid L-S-M                       5    
      1     Computer Model/1 std                     1.5    
      2     Life Support Long Term                     2    40 person-months
      1     Life Support Adaptable                     1    10 sophonts
    0.5     Med Console                              0.5    
      4     Spacious Bridge                          0.3    1cc 1op 0ws
      9     Machine Shop                               1    Sophisticated equipment
    0.5     Crew Shared Fresher                      0.5    4 crew
      8     4x Crew Stateroom                        0.4    #4 1 crew
      3     Crew Commons                               0    
     20     Cargo Hold Basic                           0    
      1     Mail Vault                                 0    for express contracts
      2     Cargo Lock                               0.4    
      4     Air/Raft Enclosed                        0.1    
      2     Hull Niche                               1.5    Half Vehicle Volume
STATISTICS
Table showing tail numbers and construction information for the Grendel class. Information correct as of 001-1914.
Code:
                  Building                Keel Laid      First          Current  
Tail ID           Shipyard                     Down      Flight         Status   
____________      __________________      _________      _________      _________
SL11-001          Yard 16 No. 1            299-1902       224-1905      In Service
SL11-025          Vlandian No. 1           177-1903       138-1906      In Service
SL11-037          Piorabanti               181-1903       260-1904      In Service
SL11-041          Bilstein Yards           231-1903        18-1906      Museum
SL11-069          Piorabanti               279-1903        89-1905      Lost 1912
SL11-075          Piorabanti               325-1903       202-1906      Scrapped
SL11-087          Yard 16 No. 1             46-1904       346-1904      Building
SL11-122          Yard 16 No. 1            217-1904        64-1907      Scrapped
SL11-148          Clan Severn              364-1904       277-1907      Lost 1908
SL11-163          Delvani                    1-1905       356-1906      In Service
SL11-175          Yard 17                  183-1905       354-1908      Missing
SL11-199          Commonal                 353-1905       135-1909      In Service
SL11-203          Mars                     190-1906        79-1909      Missing
SL11-213          Clan Severn              201-1906       173-1908      In Service
SL11-219          Ling Standard             56-1907       190-1909      In Service
SL11-220          Piorabanti               328-1907        14-1911      In Service
SL11-226          Clan Severn               32-1908       220-1910      In Service
SL11-247          Vlandian No. 2           213-1908       179-1910      In Service
SL11-258          AHG, AG                  293-1908        37-1910      Lost 1916
SL11-269          Gashidda No. 3           108-1909       255-1912      In Service
SL11-272          Yard 11 No. 1            297-1909       125-1911      In Service
SL11-278          AHG, AG                  332-1909       329-1912      Fitting Out
SL11-295          Yard 17                   27-1910       222-1913      On Order
SL11-302          Vlandian No. 1           177-1910       222-1913      Fitting Out
 
Why do you keep putting hop drives and jump drives in the same ship?

Unless MWM has re-written the rules you can aim your jump line to intersect a star or planet and pull yourself out of hop space.

You only need a jump drive for an empty hex jump.
 
I think you're right.

But I seem to recall reasons...

One is scatter. Regardless of how you point Hop, you may end up off by one hex.
Another is arrival. If Hop does arrive insystem, it'll be remote, and it may be worth it to do an insystem jump.

Either way, I suppose the ship needs not only a jump drive, but jump fuel so the ship doesn't have another 1-week delay. Back to the drawring board.

But of course, in an established Hop Culture, there ought to be Hop Ports in the important systems.
 
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Why do you keep putting hop drives and jump drives in the same ship?

Unless MWM has re-written the rules you can aim your jump line to intersect a star or planet and pull yourself out of hop space.

You only need a jump drive for an empty hex jump.

I think you're right.

But I seem to recall reasons...

One is scatter. Regardless of how you point Hop, you may end up off by one hex.
Another is arrival. If Hop does arrive insystem, it'll be remote, and it may be worth it to do an insystem jump.

Either way, I suppose the ship needs not only a jump drive, but jump fuel so the ship doesn't have another 1-week delay. Back to the drawring board.

But of course, in an established Hop Culture, there ought to be Hop Ports in the important systems.

The current ruling (based on T5.09) is located on p.341:

Overshoot
An astrogator may plan a jump to intersect the 100D sphere of a star or world at a distance less than the capability of the Jump Drive (using a Jump-3 drive without a Jump Governor to reach a system 1 parsec distant; using a ten parsec Hop-1 drive to reach a system 4 parsecs distant). If the Astrogation task fails, the ship continues for the full distance of the jump.

Developmental Transport Tenacious TL-11, in the Regina system, is equipped with prototype jump-3. At this TL stage, the drive does not have a Jump Governor and can only perform Jump-3. The ship receives emergency orders to nearby Jenghe. Naval Lieutenant Nargle Agash 777777 Astrogator-5 must plan the 1-parsec jump. She plots 3-parsec jump courseline to Phlume that intersects the 100D sphere of Jenghe’s star. The 3-parsec Astrogation task difficulty is 3D, which Nargle resolves with C+S=12.

The task is uncertain. Nargle rolls 2D = 1+6=7. The Uncertain die is secretly rolled by the referee (=6).

Confirming the Astrogation task will take at least a day; Nargle figures the Uncertain roll is 5 or less and that the Astrogation Task succeeded; she’ll take the chance. She gives the order to proceed and the ship enters Jump. After a week in Jump Space, the ship emerges.

The Astrogation roll failed: Tenacious misses the 100D sphere of Jenghe and proceeds toward Phlume. The Astrogation task included two sixes: there is a blockage two parsecs short of Phlume, about one parsec out, precisely at Jenghe.

The referee calls for a flux roll = - 5. The ship emerges in the Jenghe system at S=12 -5 = 7 from the star. Nargle’s captain chides her for arriving somewhat farther out than the desireable 100D limit (S=6) but remains unaware of the astrogation failure.

Controverting Higher Order Drive Minimums Is Almost Impossible. Technically, an Astrogator may plot a courseline for higher order jump drives to intersect the intervening 100D sphere of nearer systems. The course is plotted based on the drive minimum range.

Naval Lieutenant Nargle Agash 777777 Astrogator-5 is now assigned to HopShip X4 at TL-17 with a 10-parsec Hop- 1 drive (and its attendant minimum 10-parsec limitation). Located at Regina, the X4 is ordered to Jenghe (one parsec distant). Nargle plots a course to Quare (ten parsecs away) but to intersect Jenghe’s star’s 100D sphere.

The 10-parsec Astrogation task difficulty is 10D. Nargle C+S=12, but she elects to use the Computer T L-17. She must roll 17 or less on 10D with 1D Uncertain. Because Confirmation is not possible, Nargle proceeds to execute the Hop: 9D = 6 6 1 1 1 1 1 3 3 (and the Referee rolls the Uncertain die =5). 23+X fails. But, the net ones over sixes produces three ones: Spectacular Success, and the ship emerges from HopSpace at S=13 from the star.

Nargle has a reputation as a great astrogator.
 
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