This ship is designed with MT rules for a system with TL 8, but space and computer achievement TL 9, or a TL 9 system slightly underdeveloped in energy (energy TL 8).
I designed this ship after talking on other threads about how could Arden (TL 8) home built ships (assuming their achievement TLs are as required, and using rules that allow you to build ships planetside if you have no A or B starport, as HG page 20 says) and about fision powered ships.
I also put computer achievment TL as 9 because at TL 8 the best computer allowed is 2bis, with a CP limit of 15000, and that would not allow this ship (CP's over 16000) unless many HUD's were used, too many for this crew to control, IMO. EDIT:As I said in other threads too, I've always seen the use of more computers to forfeit this limitation as cheating the spirit of the rules, even if at least one official design uses this trick (Xboat tender, as shown in HT, page 81) END EDIT.
To avoid the prototype of dubious reliability sentence from WBH about achievement TLs, it could also be seen as a ship from a TL 9 planet with energy TL just at 8.
I gave it 90 days endurance for the PP for I assume they want to have more than 30 days due to de difficulty to obtain such fisible materials. Note though, that the lack of artificial gravity (sorry, this cames at TL 10) would make advisable not to have the crew without planet landings for long time, to avoid bone and muscular mass loss, so effective endurance on mission would be much lower.
Cargo could be used to carry more troops (by installing staterooms or habitat modules on it), more missiles, more fuel, small crafts, etc... This space is to adapt the ship to its intended mission.
Craft ID: Frigate , Type: GF, TL: 8-9 , MCr: 1912.72
Hull: 900 / 2250 Disp: 1000 , Config: 1 SL , Armor: 40 D
Unloaded: 12997 ton, Loaded: 84852 ton
Power: 86 / 172 Nuclear Fission 2600 Mw, Duration: 90 / 270
Locco: 18 / 36 Maneover: 1 , 18 / 36 Jump: 1, NOE: 40 , Cruise: 750 kph, Top: 1000 kph, Agility: 0
Commo: Radio system x3
Maser Far Orbit x3
Sensors: Radar Far Orbit x3
Ladar Far orbit x3:
ActObjScan: Routine , ActObjPin: Routine
PasObjScan: NA, PasObjPin: NA
PasEngScan: NA, PasEngPin: NA
Off: Missile X 0 2 Blaser X X 3
Batt 4 2
Bear 4 2
Deff: DefDM: +3
Sandcasters X X 3
Batt 4
Bear 4
Controls: Computer: 3x3, Panel: computer linked x 6700
Environ: Basic env, Basic LS, extended LS
Accom: Crew: (bridge: 6, engeneering: 12, gunnery: 6, command:
4, steward: 1, Maintenance l:, Troops 10). Staterooms: 4,
SmallStaterooms: 26,
Other: Fuel: hydrogen 2700 kl ( 200 ton); Radioctives 5616 kl
(416 ton) Cargo: 1460 kl ( 108 ton) Hydrogen fuel for 2
jumps 1. Fuel scoops. Purifiers (48h). 40 battery rounds
(1 battery round = 3 missiles)
ObjSize: average , EmLevel: moderate
I designed this ship after talking on other threads about how could Arden (TL 8) home built ships (assuming their achievement TLs are as required, and using rules that allow you to build ships planetside if you have no A or B starport, as HG page 20 says) and about fision powered ships.
I also put computer achievment TL as 9 because at TL 8 the best computer allowed is 2bis, with a CP limit of 15000, and that would not allow this ship (CP's over 16000) unless many HUD's were used, too many for this crew to control, IMO. EDIT:As I said in other threads too, I've always seen the use of more computers to forfeit this limitation as cheating the spirit of the rules, even if at least one official design uses this trick (Xboat tender, as shown in HT, page 81) END EDIT.
To avoid the prototype of dubious reliability sentence from WBH about achievement TLs, it could also be seen as a ship from a TL 9 planet with energy TL just at 8.
I gave it 90 days endurance for the PP for I assume they want to have more than 30 days due to de difficulty to obtain such fisible materials. Note though, that the lack of artificial gravity (sorry, this cames at TL 10) would make advisable not to have the crew without planet landings for long time, to avoid bone and muscular mass loss, so effective endurance on mission would be much lower.
Cargo could be used to carry more troops (by installing staterooms or habitat modules on it), more missiles, more fuel, small crafts, etc... This space is to adapt the ship to its intended mission.
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