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Gevaudan's draft variant

1458651872

Edited 1458689519
This is one of two architect variant drafts of vessels Gevaudan was considering.  Since he is settling for the Sixth Horizon Far Scout, he will offer up the following for anyone who might strike out on their own.  This is what the Space Construction skill can do for a character. A3Lc Calypso -class Far Trader, efficiency variant                                                                                                                                                                       Tonnage dT     Cost MCr Hull 300 dT Streamlined, Hull 6, Structure 6                                                                                                 300                   13.2 Armour Crystaliron, Armour 4                                                                                                                           15                   2.4 Jump Drive F, Fast Cycle, Jump-4                                                                                                                   35                 55 Manourvre Drive F, Thrust 4                                                                                                                             11                 20 Power Plant F, 12 tons fuel per two weeks                                                                                                       19                   40     Solar Panels (8 weeks ops on minimal activity)                                                                                     1.9                 0.19 Bridge, Compact (-1DM), Hardened, Holographic Controls (+2 Initiative)                                              15                   2.25 Computer, Model/4, fib, bis, Rating 20, (30 for Jump)                                                                               -                   10 Electronics, Basic Military TL 10, +0DM                                                                                                    2                     1 Weapons     Hardpoint #1, Triple Turret (Particle Beam, Beam Laser x2)                                                                 1                     7     Hardpoint #2, Triple Turret (Particle Beam, Beam Laser x2)                                                                 1                     7     Hardpoint #3, Triple Turret (Particle Beam, Beam Laser x2), controlled from bridge                           1                    7 Fuel 132, one Jump-4 and two weeks operations, (eight on solar power)                                             132                    -       Cargo 45.1, last tenth ton for Medium Passage baggage, etc.                                                                 45.1                 - Crew, four Staterooms (double-occupancy)                                                                                             16                      2     Captain/Pilot/Astrogator, Engineer/Gunner, Medic/Steward/Gunner, Engineer/Sensors/Gunner, four passengers Extras     Ship's Locker                                                                                                                                        -                      -     Fuel Processors, two for 40 tons of fuel per day                                                                                   2                     0.1     Low Berths, six                                                                                                                                     3                     1.5 Software     Library/0,TL 8, Rating 0                                                                                                                         -                     -     Manouvre/0, TL 8, Rating 0                                                                                                                   -                     -     Jump Control/6, TL 15, Rating 30                                                                                                          -                      0.6     FireControl/4, TL12, Rating 20                                                                                                              -                       8     Evade/2, TL 11, Rating 15                                                                                                                      -                     2      Intellect, TL 11, Rating 10                                                                                                                      -                     1 Maintenance (monthly)                                                                                                                                               15,029Cr Live Support (monthly)                                                                                                                                                 18,000Cr Totals                                                                                                                                                         300                   180.24              Architect Fee waived due to self-draft Down payment                                                                                                                                                                  38.48
That’s... painful to read. Roll20 does tables... you should probably use them... ^_^;
There.  I fixed slightly more computer friendly.  I had copy-pasted from my phone.
You should probably have the bridge controlled turret fire missiles; maybe replace one of the lasers?
Missiles and sandcasters take up more space.  Gev's a rather spartan architect.  Beams and other energy weapons on a tonnage such as this.  Note also that the ship's best Gunner should use the bridge-controlled turret because of the Compact descriptor (-1DM to all skills while on the bridge).  For the same reason, the Astrogator on the bridge should make extensive use of the ship's Jump Control/6 software in addition to their own skill, augments and skillsofts.  Lend attention to the roomy, 45.1 dT of cargo space available.  It is competitive with even our Ares , though without laboratories, machine shop and electronic ops suite.  This craft will move you at Thrust 4 and a Jump 4 for that efficiency of transit in-system and cutting downtime in jumpspace.
I'm inclined to say that every ship aught to be able to fire a missile if they need to, but maybe you feel differently about your intended use-case. When the availability of missile fire is confined to a single point of failure, it should probably be the lead gunner that does it, which puts him on the bridge. But that's just my opinion.
Ship looks pretty groovy! Just some thoughts: All of the weapons are long(ish) ranged weapons. That's great if you know that you can always stay at long range, but if a faster ship gets in close it could be trouble. Maybe replace the beam lasers with pulse lasers? There is an errata in High Guard that fixes the damage ratings between Pulse and Beam Lasers. Beams do 1d6, Pulse does 2d6. Traditionally in Traveller pulse has always been the hard hitter, while beams were more about accuracy. Plus going pulse would save you 1,500,000cr. Particle Beams are expensive. Could save about 10Mcr if they were replaced with missile racks. Missiles are low tech and ugly looking but they cover your long range needs at a fraction of the price. If you cut one ton of fuel processing and allocated that for missile storage that'd give each turret a magazine of 4 missiles each. That should be enough for most fights. Then again ... missiles don't have the high tech sex appeal that particle accelerators do. Just need to ask if the target irradiating grooviness if the PA is worth so many credits.  The whole point of the exercise was probably to get a bigger jump number, but knocking her down to J-3 would give you an extra 35 tons of cargo and save 10,000,000cr. But again - going fast is sexy. 
It is agreeable on the following points: 1.  Going pulse is both cost-effective and better penetration.  Using beams is more accurate and adding the Particle Beam is the surprise hidden in the two other beams.  Unlike missiles, beams and other energy weapons can't be shot out of the sky by point defense weaponry.  The architect, Gevaudan has seen how accurate Captain Crow's point defense has saved the Ares  in the past engagements. 2.  Yes, being a Vargr from the Extents, Gevaudan has re-designed this Calypso-class vessel with High Guard in mind and his own capabilities in mind.  He's not very forgiving in that regard.  So there is some bias towards his skills in this design.  His Starship-Pilot 4 (crack), and Astrogation-3 (an expert) makes his designs a bit haughty as if he expects anyone who is interested in this design to be as skilled or better than him.  This is a story-based thinking in the mind behind this design.  (The player is not so gear-headed to consider other users.) 3. Cargo makes the money for a ship.  Though Gevaudan will be sacrificing this version of the Calypso for his Sixth Horizon- class Far Scout, his post- Artemis  days are different than most. 4.  Going fast both in Jump and in Thrust is sexy to a Vargr.  Gevaudan is racially biased in his re-designs.
For those in need of an image.