Friday, November 29, 2019

Krim's Patrol Corvette

Using Ryan Wolf's Jinda Wolf corvette as one of the Space Patrol's system defense boats, I decided to see if I could work my way through the T5 rules for the stats. So far, I'd have to go with no. I believe someone over on COTI has a spreadsheet over in the files section, so I may have to try that. But based on the existing plans and tonnage. the ship is 442 Traveller tons. Rounding up to 500 tons to keep things within the basic rules.

The QSP (Quick Ship Profile) would be PE-ES90, for Patrol Corvette, hull E (500 tons), streamlined, 9G maneuver and 0 jump. This is an in-system ship, and that actually works great with the deck plans. It is a TL14 design and one of the standards in the League of Independent Planets for the Space Patrol and system defense.

The mission is a patrol corvette: PE. It has a streamlined hull (friction / 3, stability +1) with 3 layers of hull plate (aka superdense). There is also a anti-blast layer of armor. It has a type Y drive giving it Man-9, and a power plant type Y as well to power both the drive and the plasma barbettes. It has  wide variety of sensors: communicator, visor, EM, life detector (handy when checking ships), radar, neutrino detector to check for those fusion power plants, radiation sensors. The 6 plasma guns are housed in 3 dual barbettes, the 24 missiles are housed in a triple missile turret, and the 4 fixed forward mass cannons I am translating to 1 triple slug thrower turret. For defenses there is an electronic scrambler, but primarily they rely on speed and maneuverability, as well as a strong offense.

There is a bridge as well as a dedicated CIC. There are 2 double staterooms used as double staterooms, a 3rd double stateroom for the captain and his office, and squad barracks for boarding crew. It is a military crew consisting of 14 total: Captain, 1st officer, pilot, navigator, medical officer, 3 engineers, 2 gunners and a 5 person boarding squad that overlaps duties with the rest of the crew. In general there are at least 2 crew available for every position, except engineering.

I've not worried about the cost - this is a government ship. But I will eventually work that out. I'll probably do this also for Cepheus Engine, and maybe even Classic and Mongoose. Just to see.

And in reviewing the power plant section, I may not be able to get a power plant for 9G in there: looks like at TL14 it only goes to 7...I don't think I am reading that correctly. The design sequence is via a fill-form, that then relates to the tables, than then relate to the sections. So it is not exactly a linear process until you've done it enough times. But it makes sense - it goes from the most compact to the most expanded. The sensors need to be looked at as well, but there does appear to be a good interaction for actual playability in there: the charts indicate the ranges that sensors can sense things. So the ship has both photonic and visor sensors: visor works at 1 better range band effectively: at 5000km photonic can see an ACS (adventure class ship) whereas the visor can see small craft at the same range. And the EMS can detect missiles at that range. The neutrino detector can detect missiles out to 8 light seconds away at range 8.   So then looking at the sensor task roll lets you know how well you can sense things, and it takes into account the tech level (so TL 14 is pretty good to have here!), character skills, size range vs object size. So some interesting mechanics there: a higher TL ship will definitely have a better chance of sensing things. Makes you want to upgrade your TL9 sensors at the next high tech port!

So I really need to read the books a bit more: there does seem to be a lot to look forward to in the T5.10 version.

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