Ship design rules for Traveller.
Hull Hull Code Price (MCr) 50 0 1 100 1 2 200 2 8 300 3 12 400 4 16 500 5 32 600 6 48 700 7 64 800 8 80 900 9 90 1.000 A 100 1.200 B 120 1.400 C 140 1.600 D 160 1.800 E 180 2.000 F 200
TL for hulls:
Higher TL hulls are denser and tougher. A higher TL increases the cost and number of hull points these gives.
TL 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Cost 80% 90% 100% 100% 100% 100% 110% 125% 150% 200% 250% 300% 400% 500% Hull per 100 90 80 70 60 50 40 40 35 25 20 15 10 5
Appearance of Hull
Streamlining: +10% cost, includes fuel scoops, aerodynamic
Distributed: -10% cost
Standard: +0% cost, aerodynamic
Bulk: +10% cost, +1 Hull and Structure point per 100 ton. Can not have fuel scoops
Reinforced Structure: Each 5% of total tonnage gives +1 structure point (+1 additional total if ships is a bulk design).
Reinforced Hull: Each 10% of total tonnage gives +1 hull point (+1 additional total if ship is a bulk design).
Reinfoced Bulkheads: Negates 1st hit on a system, but increases tonnage from that system by +10%.
Armor type TL Protection Cost Titanium 7 2 per 5% 5% of base hull Heavy Alloy 9 3 per 5% 20% of base hull Crystaliron 10 4 per 5% 30% of base hull Bonded Superdense 14 6 per 5% 50% of base hull
Reflec: Incrases armor against lasers by +3.The cost is 0.1 MCr per ton of hull.
Self Sealing: Repairs minor breeches automaticly. 0.01 MCr per ton of hull.
Stealth: -4 DM to detect checks. 0.1 MCr per ton of hull.
Heat Shielding: 0.1 MCr per ton hull. gives a +4 DM bonus on reentry into an atmosphere. Protects against heat, but not against weapons.
Radiation Shielding: Increases armor against radiation by +6. 0.25 MCr per ton hull. Decreases radiation by 1000 and treats bridge as hardened.
Emergency Power:An emergency power system allows a vessel to keep functioning even when its main power plant has been knocked offline by damage and is a cheaper alternative than a second backup power plant as described on page 106 of the main rule book”.. If the power plant suffers a third hit, the mergency power system activates, and allows the ship to function normally for 30 minutes or 5 Combat Rounds of full operations – or until it suffers another power plant hit.
An emergency power system has a tonnage and cost equal to 10% of the tonnage and cost of the main power plant
Chemical Power Plants: A chemical power plant is 40% bigger than its fusion equivalent, costs MCr 1.25 per ton and requires 20 times the amount of fuel for the same endurance.
Fission Power Plants: Page 109 of the core rule book (first printing) is now amended. Fission plants provide the same power as a fusion power plant and can provide any power performance level. However, they are twice the size and price of a fusion power plant. They are available at TL7.
Solar Panel: Extendible solar panels provide backup power for vessel’s power plants. They are sometimes installed in scout or mining ships, giving them greater range and endurance. The size of solar panels required to power a ship is 1/10th that of the main power plant, to a minimum of 0.5 tons. If the panels are fitted to a ship without a power plant, then assume the (non–existent) main power plant is sized to deliver a performance rating of 1. A ship equipped with solar panels consumes power plant fuel at one–quarter the normal rate as long as it is only engaged in minimal manoeuvring and does not fire weapons. Minimal manoeuvring does not include long periods at full thrust, so solar panels are useless for trade vessels. Solar panels cost MCr 0.1 per ton. No power plant fuel is consumed, and endurance is considered as infinite, if the ship is not manoeuvring, using active sensors or refining fuel for use. Warp cannot be entered with solar panels deployed.
Chemical Batteries: The sizes of chemical batteries are based on the power plant required to deliver a performance rating of 1. A chemical battery the same size as a fusion power plant of the same tech level will provide 1000 hours of use assuming the vessel is not manoeuvring, using active sensors, refining fuel, making significant use of long range communicators or energy using weapons (such as lasers, rail guns, meson guns, fusion guns and particle beams). Alternatively, the same sized battery will give 1 hour (10 combat turns) of performance without these restrictions. A battery can be scaled in size to give any endurance and costs 4 times the equivalent fusion power plant. A TL7 battery is the same size as a TL 8 battery.
The time to recharge a battery is equivalent to the battery endurance used (in low power setting) divided by 1000 then multiplied by 2. If using solar panels to recharge the battery, the “power plant rating” is 0.1.
Solar Sail: A deployed solar sail covers an area dozens of kilometres across. It is made of a flexible synthetic fabric that has limited self–repair capabilities. Particles emitted by the sun – the ‘solar wind’ catch the sail and provide a minuscule amount of thrust. A ship using a solar sail as its primary method of propulsion has a Thrust of 0 and requires several days or weeks to change its course or speed. A solar sail costs MCr 0.01 per ton of ship, and takes up 5% of the ship’s total tonnage when stowed. Obviously, this is ineffective in a combat situation. Warp drive can not be used with a sail deployed.
Fast–Cycle Warp: A normal warp drive requires the engine to be prepped before warp, and the ship cannot warp again until the engine has been prepared and the ship’s batteries have recharged. This procedure takes at least one hour, and usually as many as sixteen if all checks are preformed. A fast–cycle drive recharges much faster and does not normally require preparation. After a warp, roll 2d6. On a 3+, the drive does not need a preparation roll and can warp again immediately. However, the time between warps raises the chance of a miswarp.
<1 minute -6 1 to 30 minutes -2 31 - 60 minutes -1
A fast–cycle warpdrive costs 10% more than a conventional warp drive.
Stealth Warp: Stealth Warp: A stealth warp drive minimises the burst of radiation caused by the transition from warp space into real space. Normally, a ship that emerges into real space will be automatically detected if it emerges within the “minimal” detail range of the sensor. However, detecting a ship equipped with a stealth drive emerging into real space requires a Sensor, Intelligence or Education, Difficult (–2) skill check if within “limited” detail range of the sensor or a Very Difficult (–4) skill check if within “Minimal” detail range of the sensor. A stealth drive takes up no extra tonnage but costs ten times the amount of a standard warp drive.
Improved Signal Processing:(TL 11, 1 ton , MCr 4) Signal processing consists of extremely specialised computers and software to improve the quality and likelihood of detection. Improved signal processing provides a +2 DM to sensor tasks and improves of range band of “full” and “limited” by 1 for radar, lidar, densitometer, thermal and visual sensors. However, this comes at a cost of increased vulnerability to jamming, with all jamming DMs doubled.
Enhanced Signal Processing: (TL 13, 2 tons, MCr 8) As for Improved Signal processing except that it has a +4 DM, the range band increase is two and the susceptibility to jamming has been overcome.
Distributed Arrays: (TL 11, triples weight and cost of sensor suite and associated signal processing). By using multiple hull mounted arrays in an integrated computer controlled arrangement, it is possible to increase the effective sensor antenna size and increase the longest range of the sensor (all increased range performance is at “minimal” level of detail). Visual and Thermal sensors can now detect at Very Distant Range (from 150,000 to 300,000km), EM and active radar/lidar to Distant range (50,000–150,000km) and passive radar/lidar to Long range. This modification can not be added to standard sensors and can only be added to ships of 5,000 tons displacement or more. Due to their surface area requirements only
one sensor suite per craft can be fitted with distributed or extended arrays.
Extended Arrays: As per the distributed array, but as the arrays are extended well beyond the hull of the ship on retractable arms, there is no limit on the size of the ship. However, with the arms extended the ship can be detected at a +2 DM by all sensors bar NAS and it may not use its manoeuvre or warp drive.
Weapons & ScreensRedigera
There are several kinds of weapons that are usable when constructing ships. The following lists gives the statistics and costs of each weapon.
Turret Weapon TL Optimum Range Damage To Hit Cost (MCr) Kinetic Turret 6 Short 1d6 -2 0.25 Missile Rack 6 Special Missile Missile 0.75 Sandcaster 8 Special 1d3 +0 0.25 Pulse Laser 8 Short 1d6 +0 0.5 Beam Laser 9 Medium 2d6 -2 1.0 Particle Beam 10 Long 3d6+crew -4 4.0 Particle Stream 12 Long 3d6+crew +0 6.0 Quantum Beam 14 Medium 4d6 +2 10.0
Bay weapons require a bay to be effective.
Bay Weapons TL Range Damage Cost (MCr) Missile Bank 6 Special 12xMissile 12 Particle Beam 9 Long 6d6+crew 20 Fusion Gun 12 Medium 5d6 8 Meson Gun 11 Long 5d6+crew 5
Screen TL Effect Tons Cost (MCr) Nuclear Dampener 12 -2d6 fusion gun and nuclear missile. -crew hit 50 50 Meson Screen 12 -2d6 meson gun damage 50 60
Improved Targeting System: Gives a bonus DM to all attacks with the turret improved depending on the TL of the purcase.
TL 10 12 16 Bonus +1 +2 +3 Cost (MCr) 1 3 7