| by Dashulinta Sharakkannik | Hybrid Ship Design System |
Edited 29 May 2003 |
| Daash's Hybrid Ship
Design System or: "If you can't fix it, then annoy everyone by muddying up the waters." |
| Introduction
The Hybrid SDS. This ship design system is a hybrid, using elements from various Traveller ship design systems. The theories behind this system are that (1) ships are specialized, and cannot have everything, and (2) ships complex enough for most scenarios can be generated with relatively simple rules. Volumes. In the tables below, only a few hull volumes are listed (usually from 100 to 900 displacement tons). Tables which use volume as the primary index are meant to be scalable; multiply the units by 10 to get numbers for hulls displacing 1000 to 9000 dtons, divide by 10 to get numbers for hulls displacing 10 to 90 dtons, and so on. Modularity. One side-effect of having scalable indices is that ship design becomes more modular in process: once a ship is designed for certain performance characteristics, adding on to the ship results in a simple calculation of the incremental requirements for most components. In other words, the whole ship need not be re-done just because some grapples are added; the ship may simply scale up. |
| The Hull
Hull Volume. Select the desired hull from the table below. For hull volumes 1-9 dtons, divide units in table by 100.Custom Hulls. Custom hulls can be made for MCr0.1 per dton, with a minimum price of MCr20. Planetoid Hulls. If a planetoid hull is desired, consult the table below for its actual volume and useful volume. All planetoid hulls are unstreamlined and quite irregular in shape. Use the "Planetoid Price" column for determining its price (instead of the standard price), which includes towing, tunneling, and reinforcement costs.
Unstreamlined. Unstreamlined ships include box, slab, dispersed, and closed-structure models. Unstreamlined ships do not have fuel scoops. Planetoid hulls are always unstreamlined.
Armor. If the ship is armored, then it will be
up-armored to the best available. Consult the table below for its
volume and cost requirements. Planetoids with "armor" are said to
be "buffered" planetoids, and are formed by leaving a thicker exterior
wall and stronger reinforcements.
|
| Drives, Power, and
Fuel Systems
Drives, Power, and Fuel Systems. Select the desired ship performance (jump, maneuver, and fuel refinery) from the tables below. Maneuvering systems are an effective combination of various thrust agencies. The result is a balance of fuel and performance efficiency. The performance numbers range from 1 to 6, with an additional zero-rating category for superdiminished performance. The drives' context determines the ratings' meaning:
Heat Containment Note. For those needing a handwave taking heat generation into account, please note that all excess heat which is not bled off is dumped into a thermal storage coil in the engine room. The coil subsystem is serviced at port, and the coil itself is usually replaced during the ship's annual maintenance. Thus ship architects are not burdened with having to plan out nasty pointy radiator fins. Drive Potential Table. Comparing hull tonnage to drive
letter indicates performance of that drive in that sized hull.
Use next larger size hull for intermediate tonnages. Performance
is Gs acceleration for maneuver drives, jump number for jump drives,
power plant number for power plants, and refinery rating for refineries.
Drive Volume and Cost. For each drive letter,
this table indicates price in MCr and tonnahe required for jump,
maneuver, power, and refineries.
Fuel Requirements. Jump drives require the usual
10% hull volume of fuel per parsec jumped. In order to power the
maneuver drive, power plants require 1% of the hull volume in fuel per
G acceleration. This allows for about two weeks of operation of
the maneuver drive, ship systems, and all turret weapons, or four
week's operation of life support and 10% G-rated maneuver. |
| Flight Systems
Avionics Package. When the bridge is installed, the ship is given basic sensors, controls, avionics, and comms. However, milspec systems may be bought to replace the basic systems. Consult the table below for upgrade specifications. The system sensors are rated at the ship's TL x the ship's size class. QSDS Sensors Retrofit. The standard sensors equate to basic sensors in QSDS (A1 P3 J0), while the advanced package equates roughly to the best sensors available for that ship at that TL.
|
| Accomodations
Crew Requirements: Engineering. Every ship must have one engineer per 35 dtons of jump, maneuver, power plant, and refinery.Accomodations. Select accomodations for crew and passengers from the table below. Power usage is negligible.
The Bridge For craft under 100 dtons, no bridge is necessary. For
craft 100 dtons and greater, the bridge volume is 2% of the hull volume
or 20 dtons, whichever is greater. Power consumption is
negligible. The bridge of large starships is usually broken up
into control rooms, logistics, ready rooms and war rooms, and emergency
bridges or battle bridges. The Engine Room The drive system volumes include workspaces for technicians to
maintain and operate the ship; in short, the engine room. About
10% of the drive volumes is the engine room. In addition, these
volumes take into account the maze of conduits used in life support,
power generation and distribution, and other critical ship systems. |
| Weapons and Screens
A ship can allocate no more than 10% of its volume for emplacements and fire control. There are four basic offensive systems: Laser batteries,
Missile batteries, Particle Accelerator (PA) batteries, and Meson
batteries. Each offensive battery has its own benefits and
drawbacks, and for each offense there is a defense:
Fire Control. One dton must be allocated per weapon battery for fire control. Usually, this means several weapons are slaved together into one battery, in order to share one fire control station. Only like weapons can be slaved together into a battery. Spinal Mounts. Some weapons are particularly massive, and form the spine of the ship itself. This weapon, called the Spinal Mount, can be a particle accelerator or a meson gun. According to Traveller design rules, no other weapon batteries for that ship may be of the same type as the spinal mount. Emplacements. Select the screen and weapon
emplacements for the ship. Lasers, missile launchers, and sand
launchers can be installed in any emplacement except for
barbettes. Particle accelerators can be installed in barbettes or
bays. Meson guns can only be installed in bays.
Weapons. Fill your emplacements with weapons from
the table below. Each weapon displaces 1 dton. (Note that
sandcasters are mainly defenses rather than weapons).
Screens. Nuclear dampers and meson screens
provide defense against particle accelerators and meson guns.
They fit into 50-dton and 100-dton bays.
|
| Cargo Facilities
Hangars. Hangars cost Cr100,000 per dton. They require a negligible amount of power. Grapples. Grapples displace 1% of the grappled ship volume, at a cost of MCr1 per dton of grappling. Airframe ships may not have grapples. Cargo. Cargo space is essentially free. For cargo loading and unloading, assume a handler can load or unload up to 100 dtons of cargo in approximately one hour. Multiple handlers can divide up the time accordingly, but assume for administrative purposes that loading and unloading always takes at least one hour each. Cargo Handler Rule of Thumb. Hire one cargo handler per 400 dtons of cargo space. At full capacity, the loading and unloading process will then take 8 hours (a hard day's work!). |
| Combat
Offensive and Defensive Rating. Weapons and
defenses are rated according to the following table:
Advanced Avionics. Ships with milspec avionics double the effective range of their weapons. To Hit. In order to damage a target, you must overcome its defenses: the offensive total of a battery must be greater than the defenses raised against it. Screens defend against all appropriate attacks equally. Sand defends against all laser attacks for one round. Damage. The number of hits inflicted is equal to the offensive rating divided by the defensive rating. All weapons except meson guns inflict surface damage. PAs (and some missiles) inflict radiation damage as well. Meson guns inflict interior damage only. Example. A 200-dton armored trader with 1 battery of 4 TL12 lasers and 1 battery of 2 sandcasters is being assailed by a 400-dton unarmored corsair. The trader has a defensive rating of 800 against lasers, and 400 against missiles. Or, if it chooses to use its laser battery against missiles, its missile defense jumps up to 880. The corsair has 12 TL 12 lasers, for a total offensive power of 1440. Thus, it can inflict 1 hit per turn against the trader until the trader runs out of sand canisters. After that, the trader's laser defense drops to 400 and the corsair will inflict 3 hits per turn on the trader. The trader, meanwhile, could fire its lasers against the
corsair, for a total strength of 480. The corsair is not armored,
so its defense rating is 400, which means the trader will inflict one
hit per turn on the corsair. However, the odds are not in its
favor. |
| Surface Hits | Radiation Hits | Internal Hits | |
| 2. | Internal explosion | Ship section irradiated | Ship explodes |
| 3. | Cargo hit | Computer hit | 10% crew killed |
| 4. | Maneuver-1 | Computer hit | Ship computer destroyed |
| 5. | Fuel -10% | Computer hit | Jump drive destroyed |
| 6. | no effect | no effect | hole punched in living area |
| 7. | no effect | no effect | hole punched in hallway |
| 8. | no effect | no effect | Bridge destroyed |
| 9. | Battery-1 | 10% crew killed | Maneuver destroyed |
| 10. | Power-1 | 10% crew killed | Power plant destroyed |
| 11. | Armor halved | 10% crew killed | Fuel tanks shattered |
| 12. | Internal explosion | Ship section irradiated | Ship explodes |