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Urgent! Need 10000dTon Trader deckplans

Anton

SOC-11
Well - "urgent" is subjective ;)

I'm running a session tonight where the party will be boarding an abandoned 10,000dTon freighter. While I've found deckplans for smaller freighters (2 to 5k) and am willing to fudge, if anyone can point me in the direction of existing deckplans on the web I'd appreciate it. Google has failed me so far :-(

Cheers,

Anton
 
Have to admit I've never seen a 10dkt frieghter mapped out. And it sounds like your in a bind.

A quick and very dirty fix would be to take the 5dkt ship and double everything in the specs, and the size of each square become 3m instead of 1.5m.

Its not a perfect solution but if no one has designed one it'll work for 1 evenings play. Don't let game rules get in the way of having a good time.

Savage
 
Ah, if worst comes to worst I'll just use the 5k plans 'as is'. The players probably won't even notice... it's weeks since they heard about the ship and it's location. Given the ship's circumstances (and the predicament the players will find themselves in <evil grin>), it's unlikely any of them will have the time to put two and two together and go "Wait a minute!"

Cheers,

Anton
 
Originally posted by Anton:
Well - "urgent" is subjective ;)

I'm running a session tonight where the party will be boarding an abandoned 10,000dTon freighter. While I've found deckplans for smaller freighters (2 to 5k) and am willing to fudge, if anyone can point me in the direction of existing deckplans on the web I'd appreciate it. Google has failed me so far :-(

Cheers,

Anton
If you have access to the Azhanti High Lightning plans from GDW, you can combine decks from that ship to make a decent 10 kTon trader. Just take the bridge, quarters, fuel, cargo, and engineering decks, figure out how many of each you need (roughly), and then, presto, you have a 10 kTon Trader.

Ron
 
Three ideas here...

Firstly, have you thought of using the deck plans of the IMV Leviathan from Classic Adventure 4? If memory serves, she's between 1500 and 2000 tons, and you can just add several all-cargo and all-fuel decks to bring her up to tonnage.

Another idea would be to use the IISS Express Boat Tender as a base and multiply by ten on deck by deck basis (Basically, the same idea as above).

Lastly, you could just make the 10k-ton cargo ship a module carrier, transporting sealed cargo modules on a long spine with only the drives, crew and passenger berths accessable to the players. THEN you could substitute any large vessel deckplan as those spaces.

At any rate, good luck!
 
Well, in fact, I do have deckplans for a very large 'research vessel' -- essentially a tin can displacing something like 18,000 dtons. Or was that 36,000? I sliced the thing up into round segments in order to have decks that would fit on 8x10 sheets.

Unfortunately, since I work an hour away from home, the odds that I can get it scanned in and posted to the internet by this evening are negligible.

At any rate, I vaguely remember fudging out the numbers for the ship... the typical 'deck height' was standard, but there were a LOT of exceptions: for instance, the engineering decks, cargo/storage decks, and living decks were 10m or higher 'empty warehouse segments' in which were placed appropriate paraphernalia, be they engines and workstations, or cargo, (actual buildings for housing!). Ah, and the hangar segment, located at the 'equator', was quite voluminous and had hangar doors located all along the outer hull; iirc there was plenty of room left over after landing three gazelles.

Lessee, if a standard segment displaced 2000 tons, and the larger segments displaced 6000 tons, that's probably going to be around 24,000-30,000 dtons.

If I were to scale my tin can down to 10kt, it'd probably be something like this:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">10,000 tons, USL 500 MCr
Jump-3 (Qx10) 800t 1500 MCr
Maneuver-1 (Ex10) 90t 200 MCr
Power Plant-3 (Qx10) 460t 1200 MCr (Engine room: 136t)
Fuel (31%) 3100t
Bridge 20t
Hangar 1000t 100 MCr
Crew living areas 400t?
-------------------- ---------------------------
Cargo/Staterooms 5000t </pre>[/QUOTE]The hangar might have launches and cutters in it.
I'd probably slice the ship into about 12 (roughly) 800-ton segments, with a little observation deck if this ship carries passengers, otherwise I'd put the bridge and captain's quarters out there and perhaps a couple of big grapples just for fun. A central elevator shaft would run from the 'top' to the 'bottom', with appropriate safeguards and alternate accesses.

Thus the engineering section would take up 2 segments on one end, followed by the four fuel segments (perhaps), then the freight segments (at least one of these, and no more than 6), then the hangar's oddly-sized 1.2 segments, then the passenger segments (6 - num_freight_segments) followed by the crew's partial segment (quarters and bridge and whatnot - perhaps a small 'top segment' or two).

I'd put the hangar in between freight and passengers because it provides emergency access to lifeboats, and also easy access to freight during loading ... of course, the freight deck(s) will probably have their own hangar doors.

The passenger area might look like a small neighborhood: multiplex townhome-like things in the center with little paths, some greenery, little shops, and a fake, ever-changing holo-sky.
(Not sure if there's enough room to do all that.)

Anyway, the layout made it easy for us to visualize, which is a big help for Traveller games. It's like a really big cylindrical tower.
 
Thanks for all your help and suggestions, guys - I honestly don't know of a more helpful and knowledgeable RPG-related Bulletin Board :)

Wouldn't you know, though... typically, the game got cancelled at the last minute, due to one player (a key one for this session) being called back in to work. C'est la vie! Ended up going to the cinema instead for the gorefest that is Kill Bill! Still, now I have a full week to prepare properly for the next session ;)

Thanks again,

Anton
 
Then you should definately use the 5kt freighter. Turn the 10k element into a rumor. Add to the confusion whenever possible.

Savage
 
Yes, always a good plan. Quite often I'll throw a situation and/or a few rumours at my players and just sit back and listen... quite often, what they come up with is far more dangerous and fiendish than anything I'd dream up :-P
 
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