- A 7,500 dTon "Dreadnaught"
- 30 dTon Torpedo boat
- 50 dTon LAC
- 1000/2000 dTon LAC Carrier (1000 dTon core. Carries 20 LAC)
This was first posted to the TML, but this is the "official" blog of My Traveller Universe, so I'm putting it here so it is made official and stuff.
I am iffy about psionics. If you are running in Foreven (or the Spinward Marches) you have to pay some attention to it, because of the Zhodani and, to a lesser amount the Droyne. In MTU it's going to stay rare for PC and be mainly used by NPC/monsters, unless, like Luke, it comes up during character generation via events. I'm not going to allow PCs to pick it up post CharGen
|2000 dTon Hull (Class L)||2K||220||Streamlined|
|Full RSTHR Hull skin||N/a||1100|
|12 points Crystal-iron Armor||300||120|
|Jump Drive R||85||160||Jump 3|
|Jump Fuel||600||-||Jump 3|
|Maneuver Drive U||37||76||4 G Acceleration|
|Fusion Power Plant Class U||58||152||Rating 4|
|Power Plant Fuel||32||-|
|Bridge with Very Advanced sensors||45||14||-|
|Computer MK IV and software||-||27.3|
|Weapons and Screens|
|5 X Large Particle Bay||500||200||9D6 plus crew hit|
|7 x Triple Turrets||7||35||Particle Beam (3D6 damage, plus crew hit)|
|8 x Triple Turrets||8||24||3 x Beam Lasers 1d6 Used for point defense.|
|2 x Nuclear Dampers||40||60||-4d6 Damage, No crew hit from radiation attack|
|2 x Meson Screens||40||120||-4d6 vs Meson weapons|
|Crew and Misc.|
Each states room has an escape pod. All the rooms, other than the commander's are dual bunked.
|Full Hanger or Cargo Space||150||30||Can carry 105 dTon of craft will full access|
|Totals||2000 dTon||2,132.5 Mcr||This is a rather expensive ship, but over half the cost is the hull and it's skin. With just normal armor and skin the cost is 1,032.5 Mcr|
In MTU, I use the personal level combat rule that the effect of the to hit roll (the amount over 8 rolled, after modifiers) is applied as damage on that attack. Any effect over 6 means that 1 point of damage gets through, regardless of armor. This makes good and lucky (defined as skill level 4 and rolling a to hit of 12) gunner gets +8 damage, which against an armor 6 craft is going to do at least 3 points of damage and could do 8, assuming it's only a 1d6 weapon, which translate to either 1 single hit, or 2 single hits, which, could, in theory, blow a fighter out of space. On the other hand, if you roll a 7 on location both times, all you did was reduce the armor by a total of 2 points. Of course that will make the next hit do more damage. You want 6's or 8's if you want to kill it. Other non 7 results will result in possible "mission kills" I'll grant, but not that expanding ball of plasma.
My Traveller Universe is a "Small Ship" game. Capital (i.e. ships over 2Ktons) are very, very rare, even in the Imperial Navy. Mongoose Traveller's "Barrage" based combat doesn't make this a bad as it could be. Granted it does eliminate spinal weapons, but a "large bay" comes damn close for a smaller ship. Not having capital ships also cuts down on the 9 to 37 (!) pages of tiny type ship's maps.
- Rant. Mongoose needs to stop doing that. The maps, for large ships, are too small to read and damn near useless for a 'dungeon' map, and in some books, just plain ugly due to the software used to draw them. Waste of book pages, In My Arrogant Opinion
|Total Hull Cost||17,600,000|
|Jump Drive D (Jump 2)||25||40,000,000|
|Maneuvering Drive C (Thrust 1)||5||12,000,000|
|Power Plant D||13||32,000,000|
|Computer Model 1bis Rating 5 (10 for Jump)||45,000|
|Electronics Civilian Sensors (–2 DM)||1||50,000|
|Weapons Fire Control||4|
|Pop Up Turret 1 Triple Sandcaster||1||2,750,000|
|Pop Up Turret 2 Dual Sandcaster, Missile Rack||1||3,250,000|
|Pop Up Turret 3 Triple Pulse Lasers||1||3,500,000|
|Pop Up Turret 4 Triple Pulse Lasers||1||3,500,000|
|Fuel One Jump–2 and Two weeks of operation||88|
|Magazine||10 Tons of munitions, normally 180 Sandcaster barrels and 12 missiles|
|Cargo||191 (19 10 dTon modules)|
|6 Staterooms for crew. 1 single, 5 double.||24||3,000,000|
|Extras Fuel Scoop||–|
|Escape Pods One for every stateroom||3||650,000|
|LSP Light Launch Mod 6502||16||4,606,000|
|Software Jump Control/2||200,000|
|Total Tonnage and Cost||400||127,201,000cr|
|S 1.6 Hull||16||1,276,000||Streamlined|
0 hull, 1 Struct pt.
|sB M Drive||1||2,000,000||(3 G Thrust)|
|sB FP Plant||1.5||1,000,000|
|Computer MK I||0||30,000||Rating 5|
|Air Lock||1||200,000||Includes boarding tube|
|Cargo||10.75||0||10 dTon as module|
|Totals||16||4,606,000||Cheap and dirty way of getting a LSP standard 10 dTon module into space.|
Really, the space ship rules and the non character generation rules in High Guard should be taken as a whole, which I will do, post my High Guard post(s)
MTU errata. Fission plants exists, (as do the chemical and battery power options in High Guard), but none of the alternate drives exists, nor do Anti-matter drives.
In High Guard there is a limit on particle beams based on your power plant size
I need to add that rules as written, 6 points of armor makes you pulse laser proof and 12 points manes you beam laser proof. These two laser type reverse how much damage they do in High Guard for no explained reason, but the point still stands that a fully armored TL 12 ship is turret class laser proof, which is one reason why the Particle Beam weapon is so much better. RAW mention using nuclear missiles near inhabited planets or orbitals, but don't say any thing about particle beams, which also cause radiation hits above and beyond their 3d6 basic damage.