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#1 | |
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Join Date: Jun 2007
Location: Texas
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My Space campaign is very roughly based on Traveller IW, but I'm using Spaceships for ship design and developing some home rules for things like EW, variant missiles etc.
Here's a first pass at a TL10^ Arsenal Ship (per my asides with Molokh), for my first Spaceships post to the forums. Quote:
Critiques welcome. Also anyone who wants to take a bash at designing variant missiles (partially-stealthy "coast-and final boost", EW/Decoy, MIRV, MIRV-PD etc.), drone fighters or drone PD platforms please do so :-) Regards, C EDIT - Altered power point requirements, added one tertiary battery and revised steerage cargo. Last edited by Cernig; 08-15-2008 at 06:22 PM. |
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#2 | |
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Join Date: Jun 2007
Location: Texas
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A point defence drone for the Arsenal Ship:
Quote:
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#3 |
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Join Date: Sep 2004
Location: Manchester, UK
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Arsenal ship observations
Note that missile launchers are not high energy systems (Launcher Types p29), so you can save yourself a reactor or so. Note also that a stealth hull wont benefit you against passive sensors when you are using a fusion reactor (Countermeasures p45) Note that your habitat has 556 unused cabin spaces = 2780 tons steerage cargo.
__________________
Always challenge the assumptions |
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#4 |
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Join Date: Mar 2008
Location: Dallas, TX
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Your missile launchers don't need power unless they're warp missiles. Other than that, here's my stab at a PD drone:
Protector Class PD Drone Forward Hull [1] Medium Battery ! (3x VRF Improved Laser Turrets, 30KJ) [2] Medium Battery ! (3x VRF Improved Laser Turrets, 30KJ) [3] Medium Battery ! (3x VRF Improved Laser Turrets, 30KJ) [4] Medium Battery ! (3x VRF Improved Laser Turrets, 30KJ) [5] Medium Battery ! (3x VRF Improved Laser Turrets, 30KJ) [6] Fusion Reactor (2pp) Midships Hull [1] Defensive ECM (lvl 6) [2] Tactical Array (C/S 6) [3] Medium Battery ! (3x VRF Improved Laser Turrets, 30KJ) [4] Medium Battery ! (3x VRF Improved Laser Turrets, 30KJ) [5] Medium Battery ! (3x VRF Improved Laser Turrets, 30KJ) [6] Fusion Reactor (2pp) [Core] Fusion Reactor (2pp) Aft Hull [1] Control Room (C6 computer, Lvl 4 Sensors, 1 Control Station) [2] Medium Battery ! (3x VRF Improved Laser Turrets, 30KJ) [3] M-Drive Hot Reactionless Thruster ! (1G) [4] M-Drive Hot Reactionless Thruster ! (1G) [5] Fusion Reactor (2pp) [6] Fusion Reactor (2pp) [Core] Fusion Reactor (2pp) TL: 10^ SM+5 dST: 20 dHP: 20 HT: 12 Hnd: 0 SR: 4 Move: 2/c |
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#5 |
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Join Date: Sep 2004
Location: Manchester, UK
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Pentad ship observations:
You are one power point short. Ideally you should put PD weapons in the center hull rather than the front as that eliminates any bearing issues (Bearing p57)
__________________
Always challenge the assumptions |
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#6 |
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Join Date: Jun 2007
Location: Texas
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Diomedes - good design, I'll be using it if that's OK :-)
thtraveller - I like to give folks difficult choices to make and the design philosphy I use is the offer a choice to cut thrust or use less weaponry, with the plus being it can mount heavier or more weapons in the first place. As to bearing, for a small PD drone it shouldn't be a problem. Since the Arsenal Ship can carry up to 100 of the things, and one can target a whole salvo as if it were one target, the fixed forward just gives it +2 to hit on its designated target. I'll need to revise the designs as I'd missed the bit about missiles not needing power points. And the steerage cargo bit is just forgetful of me. As to the Stealth Hull, I read it as being ineffective only if the signature+range modifiers were over 5. that means using one makes the difference between being easily detectable system-wide and at maybe 1AU, which is a lot of difference when tactics are considered. To me, it makes more sense that way - I don't believe our current TL sensors would automatically notice a fusion reactor out by Saturn, for instance. Regards, C Last edited by Cernig; 08-15-2008 at 06:23 PM. |
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#7 |
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Join Date: Jun 2007
Location: Texas
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Diomedes, I cost the Protector PD Drone at $4.44 million with total automation, no armor, no stealth or chameleon etc. It makes a great close-defense drone but doesn't quite have the survivability of the Pentad, which I think would make a marginally better outer screen drone (or a lurk-until-needed type, powered down).
Regards, C |
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#8 | |
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Join Date: Mar 2008
Location: Dallas, TX
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Quote:
I went to Atomic Rocket, and plugged in the detection range for the given example: a spaceship the size of an Oscar- class submarine, with a fission reactor at 800K, and got 2.7 AU. It can't be seen from Saturn with current technology, but it can be seen from the asteroid belt. |
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#9 |
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Join Date: Jun 2007
Location: Texas
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Hi Diomedes,
I've already got reactionless drives and jump engines. What's another handwave to restore some tactical variation for gaming? I'm keeping my house rule on stealth and range modifiers. :-) It's a pretty small handwave, btw. Take an SM8 ship using that power/drive combo as a first rough example. Worst Case Sensor detection: SM +8 Plain Sight +10 Deep Space +24 IR Signature +10 TOTAL signature mods: +56 Therefore Modifiers At Ranges: Combat: Close :46, Point Blank: 26, Close: 22, Short: 18, Long: 14, Extreme: 10 Auto-detect at all ranges. Astronomical: 1LS: 6, 5LS(1 million miles): 2, 100LS/0.1AU:-4, 1AU: -10, 10AU: -16, 75AU/whole system: -19 That's before you add in actively looking because you're expecting trouble, telescopic vision modifiers, sensor level bonuses etc. Stealth and chameleon don't add much, but they do add a little using my house rule. In ideal circumstances, small craft (SM8 or less) can manage surprise at near to combat range. That makes piracy possible again, for one thing. If you have system-wide detection and reactionless drives, combat only happens if someone doesn't run and is very predictable when it does happen. :-) Regards, C |
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#10 |
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Join Date: Jun 2007
Location: Texas
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Come to think of it, if Stealth only works on signature modifiers under 5 and SM is a signature modifier, what was the point?
And what's the deal with the 152 ton loaded weight B-2 Stealth Bomber? Regards, C |
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