GURPS® Traveller®: Military Ships
Far Futures Enterprises trademark and copyright notice
Note: Loaded Mass includes small
craft carried but cost does not include small craft carried. The cost
and weight of ammunition _is_ included.
Multimission Patrol Cruiser, TL10
Like the multimission scout, the multimission patrol crusier was a heavily modified standard design, capable of carrying two cutter modules.
Here are common cutter module combinations and acceleration numbers: 2 Cargo, 2.11G; Customs and Fighter Pid, 2.2G; 2 Fighter Pod, 2.16G; 2 High-Capacity Troop, 2.21G; 2 Medevac 2.2G; 2 Prison Transport, 2.22G. Loaded mass below is the maximum load that allows 2G accel.
Crew: Pilot, Navigator, Sensor Officer, Comm Officer, Medic, 2 Engineers, 4 Gunners
Design: 400 ton SL hull, DR 600, 2 Turrets with three 250-MJ Lasers each, 2 Turrets with 3 Missile Racks each, Basic Stealth, Basic Emission Cloaking, Heavy Compartmentalization, Hardened Basic Bridge, Auxillary Controls, Enhanced Sensors, Enhanced Comm, Engineering, 106 Maneuver, 12 Jump, 80 Fuel, 2 Fuel Processors, 7 Staterooms, Lowberth, Emergency Aid Station, Utility, 3 Vehicle Bays (two 30-ton cutter modules, one 10-ton lanch), 3.5 Cargo
Statistics: EMass 1,568, LMass 2,115, Cost MCr 126.768, HP 37500, Size Modifier +9
Performance: Accel 2.46 Gs (no modules), Jump 2, Air Speed 3,358 mph
5,000-ton Bangkok-class
Mobile Spaceport, TL10
The Bangkok-class mobile spaceport is intended for use as a high port where it is neither economical nor practical to build a high port or use a modular high port. It can also be used temporarily while an existing high port is undergoing repairs or upgrades. In most cases, Bangkok's are kept near the 100D limit.
The ship can hold up to 40 passengers in staterooms, 80 in bunk rooms and 40 in low berths. Generally, these are starship passengers who have arrived on one ship and are waiting to leave on another ship (either going to another system, outsystem or to the mainworld). There are a large number of crew and passenger facilities, including up to five businesses (shops, bars, resteraunts, etc.) and up to four Imperial departmental offices. Space is also provided for 1000 dtons of cargo (located next to the spacedock) and a large fuel tank provides adequate refueling facilities.
The main problem with the Bangkoks is the limited commercial spacedock capacity (600 dtons), allowing a maximum of only three Free/Far Traders to easily transfer cargo at one time. Additional ships must either dock on the station's surface or match its orbit. The dock's listed small craft are merely typical, not absolute, and most are outside the station the majority of the time (especially the shuttle and half the fighters).
The mobile spaceport is not heavily armed, as the defenses mainly indended for use against pirates. In systems where a serious threat is possible, Bangkoks keep at least 500 dtons of fuel for an emergency jump. The stations are very slow, with thrusters only suitable for adjusting orbit.
Crew: 136 Total. 17 Command and Control, 4 Jump Drive, 5 Medical, 4 Nuclear Damper Operators, 40 Gunners (double as Security), 16 Flight Crew, 50 Service
Design: 5,000-ton USL Hull, DR 200, 20 Sandcaster (DR 100) with three Sand Caster [200], three Sand Caster Full Load [x200], 20 Laser (DR 100) with three 250 MJ Std Laser; Command Bridge (Hardened), Basic Bridge (Hardened), EW (Hardened), Adv Commo Suite, 3 Engineering, 4 Nuclear Damper (20 mi), 100 Jump Drive, 40 Thruster, 1,500 Standard, Self-sealing Fuel Tank (Fire -3), 10 Fuel Processor, 10 Utility, 110 Stateroom, 5 Bunk Room, 5 Sickbay, 10 Low Berth (40 Cryoberths), 5 Brig, 5 Hall/Bar/Conference Room, 4 Office - Normal, 4 Complete Workshops, 22 Escape Capsule (57G Hours, 4 days LS), 10 Safe, 2 Armory, 4 Civilian Holoventure, 2 Gymnasium, 2 Full Swimming Pool, Null-G Handball Court, Shooting Range, Theater, Stage, 260 Station's Spacedock (6x10-ton Iramda Fighter, 2x20-ton Gig, 30 dtons for small craft available), 1,000 Hold, 1,200 Commercial Spacedock (100-ton Interplanetary Shuttle, 500 dtons for small craft available).
Statistics: EMass 9,118.34 stons, LMass 14,356.34 stons, Cost MCr581.99, HP: 165,000, Size Modifier: +11
Performance: Jump-1, Accel 0.11 G
800-ton Zwihander-class
Mercenary Cruiser, TL12
In early 1092, Ling Standard Products developed an improved Broadsword-class mercenary cruiser using the latest technology, as well as increasing troop capacity and adding a few crew comforts. However, demand proved to be low and the project was shelved.
The Fifth Frontier War (in particular encounters with Vargr raiders) clearly demonstrated that the Broadswords were nearing the end of their useful lives. In 1107 LSP began full production of the Zwihanders (as they called the improved Broadswords, though they are also known as Broadsword IIs in many circles). Most went to wealthy mercenary units with a handful ending up (ironically) in the hands of Vargrs.
Zwihanders are, for the most part, simply higher tech Broadswords. Performance is somewhat better, though, for logistical purposes, the older small craft of the Broadswords are retained. Several new crew facilities have been added, such as a shooting range and holoroom.
The major problem with the Zwihanders is that there are few places in the Spinward Marches that can adequately supply and repair them. Strouden (2327), Glisten (2036), Iderati (0732), Rhylanor (2716) and Mora (3124) are the only systems and the last two are not close to the regions where Zwihanders normally operate. A minor problem is that for many crews (ie, those not formerly in the Imperial navy) it takes a while to get used to the new technology. However, considering that the Zwihander is laid out almost identically to the Broadswords (an intentional feature), the learning curve is not as steep as expected.
Crew: 71 Total. Captain, pilot, navigator, sensor/comm operator, doctor, 2 engineers, 8 gunners, 6 flight crew, 50 troops. Another 16 crew or passengers may be carried in staterooms and up to 158 more troops in bunkrooms (however, this is very uncomfortable).
Design: 800-ton USL Hull, DR 100, Heavy Compartmentalization, 8 turrets (four triple 405-MJ laser turrets, two triple missle racks, two triple sand caster turrets); Command Bridge (Hardened), Engineering, 32 Jump Drive, 53 Thruster, 240 Ultra-light, Fuel Tank, Fuel Processor, 2 Utility, 22 Stateroom, 13 Bunk Room, Sickbay, 2 Low Berth, Brig, Armory, Safe, 2 Gymnasium, Conference Room, Military Holoventure, Shooting Range, 2 Workshop (Complete), 160 Vehicle Bay (2xModular Cutter, 2xFuel Skimmer Module, 2xPassenger Module), 81 Hold, Spacedock (Air/raft).
Statistics: EMass 1,350.72 stons, LMass 1,681.37 stons, Cost MCr203.23, HP: 60,000, Size Modifier: +10
Performance: Jump-3, Accel 3.15 G
100-ton Hermes-class
Dispatch Ship, TL12
In 1097, the Imperial Navy began taking bids for a new ship to be used as a light fleet courier. It was to be small, with high acceleration and a long jump range. It was to be able to carry primarily information but should also have provisions for one person and a small amount of physical cargo. The first prototype was ready by 1101 and it entered production in 1104. While several saw service in the Fifth Frontier War, they did not enter large scale production until the war ended (the conservative leadership of the Imperial Navy preferred to rely on proven ships during the war). There are currently a half-dozen or so with each Imperial fleet and another 3-5 are assigned to subsector capital (sector capitals have 6-10).
Crew: Pilot, Navigator, Engineer, 3 Technicians
Design: 100-ton USL hull, DR 200, Heavy Compartmentalization, Basic Stealth, Basic Emission Cloaking; Basic Bridge (Hardened), Computer Bank (Hardened), Engineering, 6 Jump, 19 Maneuver, 50 Fuel Tank, Fuel Scoop, Fuel Processor, Utility, 4 Stateroom, 1.5 Cargo
Statistics: EMass 278.13 stons, LMass 335.63 stons, MCr69.95, HP 15,000, Size Modifier + 8
Performance: Accel 5.66 Gs, Jump-5
1,200-ton Churchill-class
Diplomatic Ship, TL12
The Churchill-class Diplomatic Ship serves as a mobile embassy and Imperial government offices for sector dukes (and, at times, lesser nobles). There is usually at least a Baron on board, who is nominally in charge of diplomatic missions. However, most negotiations are handled by the 4-8 diplomats and 8-12 bureaucrats carried on board. There is also a small group of 10 Imperial Marines, housed in bunkrooms. The ships are loosely based on the hull of the Kinnur-class cruisers. The ships are not heavily armed (Churchills are not meant as an instrument of intimidation) but do have adequate defenses, including 2 starfighters (which are sometimes left behind).
Crew: 60-68 Total. 12 Command and Control, 3 Medical, 4 Nuclear Damper Operators, 10 Turret Gunners, 9 Flight Crew, 10 Marines, 12-20 diplomats/bureaucrats
Design: 1,200-ton SL hull, DR 200, Heavy Compartmentalization, 10 turrets (4 with 2x405 MJ lasers, 6 with 3xSand Casters); Command Bridge (Hardened), Basic Bridge, Adv Commo Suite, Computer Bank (Hardened), EW Suite (Hardened), 2 Engineering, 48 Jump, 49 Maneuver, 360 Fuel Tank, Fuel Processor, 3 Utility, 42 Staterooms, 2 Bunk Rooms, 2 Sickbays, Militaty Sickbay, 2 Low Berth, Safe, 2 Civilian Holoventure, 2 Conference Rooms, 2 Offices, 2 Workshops, Nuclear Damper (10 mile), 40 Spacedock (2x10-ton Rampart Fighter), 100 Spacedock (30-ton Ship;s Boat, 20-ton Gig), 50.5 Cargo
Statistics: EMass 1,896.92 stons, LMass 2,426.48 stons, MCr278.85, HP 75,000, Size Modifier +10
Performance: Accel 2.02 Gs, Jump-3, Air Speed 2,520
200-ton Wallis-class
Listening Ship, TL11
The Wallis listening ships are perhaps the most contoversial in the Imperial inventory. They are amongst the most expensive by displacement in the Imperial Navy and are virtually helpless in combat if detected. However, they mount formidable sensor arrays and are extremely useful in spying on TL11 or lower worlds. They generally jump into the outer sytem, proceeding inward until the captain believes he has reached a range where the chance of him being detected balances the chance of intercepting useful data. A Wallis will usually stay on station for about a month before it maneuvers back to the outer system and jumps back out (this is limited to 1 parsec unless the ship has the chance to refuel). It is believed that no more than 50-75 exist, plus a handful of similar TL12 ships which will eventually replace them.
Crew: Captain, Pilot, Navigator, 4 Sensor Operators, 1 Engineer, 4 Electricians
Design: 200 ton SL hull, DR 500, radical stealth, radical emission cloaking, hardened basic bridge, extra-heavy PESA array (Scan 50), extra-heavy Radscanner array (Scan 43), advanced comm suite, electronic warfare module, engineering, 43 maneuver, 6 jump, 60 fuel, 1 fuel processor, 6 staterooms, utility, 3 cargo
Statistics: EMass 824.85, LMass 899.85, Cost MCr 225.05, HP 22,500, Size Modifier +8
Performance: Accel 4.78 Gs, Jump 2, Air Speed 4637
200-ton Rosenberg-class
entertainment ship, TL10
Recognizing the need to keep troops and ship's crews entertained in order to keep up moral, but at the same time not wasting valuable space on small combat ships, the Imperial Navy has used several ships designed solely for the recreation of fighting men. The Rosenberg ships are typical of the smaller classes, providing mental and physical diversions. Each ship carries two specialists and an assistant for each; on most ships one of these is a chaplain, though some carry a psychologist. The second is often a lawyer. The stewards represent the cooks, bartenders, waiters, etc. for the various facilities. At least two have gunnery training and three serve as ship's maintenance.
The captain, senior steward, two senior specialists and pilot each have a private stateroom. The rest of the crew use the bunk rooms. There are another 46 free bunks. There is total life support for 72 persons and full life support for another 98.
Crew: 23 total. Captain, Pilot, Navigator/Sensor Operator, Engineer, Medic, 14 Stewards, 4 Specialists
Design: 200 ton SL hull, DR 200, 2 turrets (each w/two 250-MJ lasers), basic emission and IR cloaking, hardened basic bridge, engineering, 16 maneuver, 6 jump, 40 fuel, fuel processor, 5 staterooms, 4 bunkrooms, 2 dedicated full life support, swimming pool, 2 gymnasiums, theater, bar/restaurant, 2 ship's galley, office, 10.5 cargo
Statistics: EMass 506.5, LMass 584.5, Cost MCr 40.7, HP 22,500, Size Modifier +8
Performance: Accel 1.09 Gs, Jump 2, Air Speed 1,700
200-ton Alleyton-class
Troop Transport, TL10
In 1068 the Imperial Army, unhappy with current designs, sought a new non-combat transport for troops. After several years of testing, in 1075 the Alleyton troop transports entered production. They are capable of carrying an entire Lift Infantry Company, minus vehicles (which must be carried in another ship, often a Wharton freighter modified with a heavy frame). Somewhat unusually, the Alleytons were built to a lower tech standard, since they are non-combatant ships and to make it easier to maintain them throughout the Imperium. The ships ferry reinforcments and replacments to secured landing areas (Alleytons are not designed to enter 'hot' landing zones) and take battle-weary troops back to rear areas for rest, training and redeployment.
Crew: 8 Total. Captain, Pilot, Navigator, Sensor/Comm Operator, Engineer, Medic, 2 Gunners, up to 160 passengers
Design: 200 ton SL hull, DR 200, 2 turrets with thwo 250-MJ lasers each, modest stealth, modest emission cloaking, basic bridge, engineering, 30 maneuver, 6 jump, 40 fuel, fuel processor, 6 staterooms, 10 bunkrooms, sickbay, 2 armory, utility, 9.5 cargo
Statistics: EMass 510.1, LMass 597.6, Cost MCr 39.01, HP 22,500, Size Modifier +8
Performance: Accel 2.01 Gs, Jump 2, Air Speed 2180
[For some reason, the Patrol Cruiser was left out of GURPS Traveller. This is based on the patrol cruiser in the original Traveller rules, which was probably TL12. Official stats for the patrol cruiser will appear in the upcoming GURPS Traveller: Starships book]
The patrol cruiser is military vessel used for custom inspections, piracy suppression and normal safety patrols.
Crew: Pilot, Navigator, Sensor Officer, Comm Officer,
Medic, 2 Engineers, 4 Gunners; 0-8 troops may be carried,
but
requires some or all of the crew to double-bunk, depending on number
carried
Design: 400 ton SL hull, DR 500, 2 turrets with three
405-MJ lasers each, 2 turrets with 3 missile racks each, basic
stealth,
basic emission cloaking, heavy compartmentalization,
basic bridge, engineering, 50 maneuver, 16 jump, 120 fuel, 2 fuel
processors, 12 staterooms, lowberth, sickbay, utility, 4
spacedock (TL 12 grav APC), vehicle bay (30-ton ship's
boat),
36.5 cargo
Statistics: EMass 876.4, LMass 1242, Cost MCr 132.513, HP 37500, Size Modifier +9
Performance: Accel 4.03 Gs, Jump 3, Air Speed 3873
Note: Without ship's boat and with no cargo load, Accel 5.6 Gs.
This is basically the same as the TL12 patrol cruiser, but built with TL10 components. It is not nearly as good as the higher-tech version, with only half the acceleration, less armor and reduced small craft. Still, it is easier for most Imperial worlds to maintain (with fewer worlds requiring off-world parts and technicians), so it sees a fair amount of use.
Crew: Pilot, Navigator, Sensor Officer, Comm Officer,
Medic, 2 Engineers, 4 Gunners; 0-8 troops may be carried,
but
requires some or all of the crew to double-bunk, depending on number
carried
Design: 400 ton SL hull, DR 365, 2 turrets with three
250-MJ lasers each, 2 turrets with 3 missile racks each, basic
stealth,
basic emission cloaking, heavy compartmentalization,
basic bridge, engineering, 65 maneuver, 16 jump, 120 fuel, 2 fuel
processors, 12 staterooms, lowberth, sickbay, utility, 22
spacedock (two air/rafts and 20-ton gig), 15 cargo
Statistics: EMass 1082.05, LMass 1301.55, Cost MCr 119.53, HP 37500, Size Modifier +9
Performance: Accel 2.00 Gs, Jump 3, Air Speed 2793
Note: Without gig and with no cargo load, Accel 2.24 Gs.
Alpha-class Light Intruder,
TL12
Designed as a stealthy way of inserting and retrieving 1 or 2 covert personnel, the light intruder is used by both the IISS and Imperial Navy (though most of the Navy's intruders are larger). Many components are common with the Sulieman-class scout in order to ease construction and maintenance costs. However, there is very little resemblance between the two ships.
The light intruder can carry only one or two passengers and less than one dton of cargo. On the other hand, it is very fast, stealthy and can make a pair of Jump-2's before it requires refueling (a significant advantages in most cases, as intruders rarely have the time to hang around and refuel in a hostile system). Two fuel processors are provided in case the ship does have a chance to refuel (ex., hiding out in the fringes of a gas giant).
Crew: Pilot/Comm Officer, Navigator/Sensor Ops, Engineer, Gunner/Medic
Design: 100 ton SL hull, DR 200, radical stealth, radical emission cloaking, 1 turret (three 405-MJ lasers), basic bridge, engineering, 16 maneuver, 3 jump, 40 fuel (enough for 2 consecutive jumps), 3 staterooms, utility, 2 fuel processors, 1 sickbay, 0.5 cargo
Statistics: EMass 248.375, LMass 250.875, MCr 46.8634, HP 15,000, Size Modifier +8
Performance: Accel 6.38 Gs, Jump 2, Air Speed 3333
Swarm-class assault
cutter carrier, TL10
Introduced at the end of the Fifth Frontier War, the Swarm was designed as a carrier for the Gendarme-class armed response cutter (GURPS Traveller: Starports, p.99). While not really a naval vessel, the cutter is useful for landing over a dozen armed men and is very useful for customs duties. The Swarm-class carrier can hold six cutters in its vehicle bays, with a total of 96 security troops, which are roughly equivalent to a light infantry company.
The carrier saw very little action in the war, as the cutters are poorly armored, but has since been used with great effect in raids on pirate bases on worlds with breathable atmospheres (the Marines handle hostile-environment landings). The Swarm and cutters are not useful against military positions above TL 6, but are quite effective against the typical defenses of a pirate base, though some orbital bombardment is still recommended first.
The cutter crews must bunk in their small ships while in transit, though a bar (capacity 100) is provided in the carrier to help pass the time in jumpspace. If possible, the security troops will stay in normal cabins in an highport or planetside when not actually in transit.
Earlier attempts used external cradles, but this was considered inferior as it left the carrier either unarmed (since external cradles displace turrets) or oversized (in order to accomodate a useful number of turrets). The carrier can also handle the 50-dton customs cutters, which are essentially unarmed versions of the armed response cutters.
The only common variant reduces stealth and EM cloaking to Basic, reducing cost by approximately 25%. There were plans for a commercial version, which would have carried modular cutters. However, it was decided that external cradles were preferred for such a role, and such carriers have been around for (literally) centuries, so the project was dropped.
Crew: Captain, Helmsman/Sensor Ops, Navigator/Comm Officer, Doctor, 2 Engineers, 6 Gunners (two gunners double as bartenders, two double as medics)
Design: 600-dton USL hull, DR 400, 6 Turrets (twelve 250-MJ Lasers, 6 Sandcasters), Radical Stealth, Radical EM cloaking, Basic Bridge, 1 Engineering, 2 Utility, 74 Maneuver, 18 Jump, 120 Fuel, 2 Sickbay, 6 Staterooms, 1 Bar, 6 Vehicle Bays (50-dton armed response cutters), 9 Cargo
Statistics: EMass 1334.95, LMass 2954.95, Cost MCr 158.5966, HP 45,000, Size Modifier +9
Performance: 1 G (1.97 Gs with cutters launched), Jump 2
Assault Security Company (96 men)
1 Headquarters section, with
1 Company Commander
1 Executive Officer
1 1st Sgt
1 Hostile Environment NCO
1 Armory Sgt
3 Comm Operators
8 Riflemen
1 Heavy Weapons section, with
1 Section Leader
1 Comm Operator
4 light assault gun teams, each with
1 LAG gunner
1 rifleman
3 SAM teams, each with
1 SAM gunner
1 rifleman
4 Assault Security Platoons, each with
1 Platoon Leader
1 Platoon Sgt
2 Assault Security Squads, each with
1 Squad Leader
6 Riflemen
Each security platoon fits in a a single cutter. The HQ section and Weapon section each has it's own cutter. This totals six cutters required for the security company.
Actual armament varies wildly. Riflemen can be found with 9mm ACRs, 4mm Gauss rifles or laser carbines. Leaders and Sergents normally carry some type of sidearm (10mm snub pistols and 4mm Gauss pistols are common).
Raven-class escort cruiser, TL10
The Ravens were designed as a cheaper alternative to the 400-ton patrol cruisers, where quantity was more important than quality (two Ravens cost slightly less than one patrol cruiser). They are better suited for patrolling the 100D limit around planets and can, if required, escort merchant shipping to and from that limit.
Crew: Captain, Pilot, Navigator, Comm/Sensor Operator, 2 Gunners, 2 Engineers, Medic
Design: 200-ton SL hull, DR 400, Basic Stealth, Basic Emission Cloaking, 2 Turrets (one 250-MJ laser, one sandcaster, one missile rack each), Modules: Basic Bridge, 1 Engineering, 56 Manuever, 6 Jump, 40 Fuel, 5 Staterooms, 2 Fuel Processors, 1 Sickbay, 20 Space Dock (10-ton launch), 8.5 cargo
Statistics: LMass 747.8, Cost MCr 55.49, HP 22,500, Size Modifier +8
Performance: Accel 3 G, Jump 2, Air Speed 3347
Vulture-class System Defense Boat,
TL10
The Vulture-class SDB is a major redesign on the standard Raven-class escort cruiser. The jump drives and fuel tanks are pulled, the extra space going to nearly doubling the ship's maneuver drives. Stealth and EM cloaking are upgraded to radical, the hull armor is nearly tripled, and the sandcasters are replaced with additional lasers, but cost increases by only about 10%. Vultures are employed in much the same roles as the Ravens, but in a generally more offensive-minded manner. They also are used where the Dragon-class SDBs would be too much ship for the job.
Crew: Captain, Pilot, Navigator, Comm/Sensor Operator, 2 Gunners, 3 Engineers, Medic
Design: 200-ton SL hull, DR 1120, Radical Stealth, Radical Emission Cloaking, 2 Turrets (two 250-MJ laser and one missile rack each), Modules: Basic Bridge, 1 Engineering, 104 Manuever, 5 Staterooms, 1 Sickbay, 20 Space Dock (10-ton launch), 8.5 cargo
Statistics: LMass 1386.9, Cost MCr 64.18, HP 22,500, Size Modifier +8
Performance: Accel 3 G, Air Speed 4561
Jackal-class light gunboat, TL12
The Jackals mount an extremely large punch that can severely damage most larger starships. However, it is useful for little other than that and is vulnerable to top-line fighters, so has not been produced in large numbers.
Note: This is not a legal design, so should not be used in campaigns trying to maintain canon. However, it is very vulnerable to missiles and fighters, so it may not be too unbalancing.
Crew: Pilot
Design: 100-ton USL Hull, DR 1750, no turrets (meson bay gun fixed forward as spinal mount), Radical Stealth, Radical Emission Cloaking, Total Compartmentalization, Modules: Cockpit (Hardened), Nuclear Damper, 47 Maneuver
Statistics: LMass 1039.45, Cost MCr 80.070, HP 15,000, Size Modifier +8
Performance: Accel 4.52 Gs, no jump
300-ton Hammerhead-class
assault gunboat, TL10
Designed purely for offensive actions, Hammerheads have adequate speed and heavy armor. Their armament is a bit of a mixed bag; while the lasers provide some additional protection from missiles, the plasma guns do a great deal of damage but at an extremely short-range. In an effort to offset this, two Rampart fighters are carried to provide a screen from enemy fighters. Only a few have been constructed, none coming in time for the Fifth Frontier War.
Crew: Captain, Pilot, Navigator, Sensor Operator, Comm Operator, 3 Engineers, 2 Gunners/Security, 1 Medic, 2 Small Craft Pilots
Design: 300-ton SL Hull, DR 1700, one hull mount (six 422-MJ plasma guns), one turret (three 250-MJ lasers), Total Compartmentalization, Radical Stealth, Radical Emission Cloaking, Modules: Basic Bridge (hardened), Engineering, Utility, 178 Maneuver, 7 Staterooms, Sickbay, Vehicle Bay (two 10-ton Rampart fighters) 0.5 Cargo
Statistics: EMass 2,219.1, LMass 2,333.1, Cost MCr 84.56, HP 25,500, Size Modifier +9
Performance: Accel 3.21/3.05 Gs empty/loaded, Airspeed 5,043
300-ton Swordfish-class
patrol gunboat, TL10
A somewhat more successful variant of the Hammerhead, the Swordfish trades nearly half it's armor for two more fighters and a more reasonable weapon mix. The ships are intended to be deployed on the fringes of lower-tech fleets to act as scouts; the gunboats themselves use their fighters to scout ahead of them (usually sending out Ramparts two at a time). They have also been used as smaller, cheaper system defense boats (as compared to the Dragons).
Crew: Captain, Pilot, Navigator, Sensor Operator, Comm Operator, 3 Engineers, 2 Gunners/Security, 1 Medic, 4 Small Craft Pilots
Design: 300-ton SL Hull, DR 1000, one hull mount (six light missile racks), one turret (three 250-MJ lasers), Total Compartmentalization, Radical Stealth, Radical Emission Cloaking, Modules: Basic Bridge (hardened), Engineering, Utility, 150 Maneuver, 8 Staterooms, Sickbay, Vehicle Bay (four 10-ton Rampart fighters), 3.5 Cargo
Statistics: EMass 1,469.1, LMass 1,726.3, Cost MCr 70.02, HP 25,500, Size Modifier +9
Performance: Accel 4.08/3.48 Gs empty/loaded, Airspeed 4,630
300-ton Remora-class
carrier gunboat, TL10
The last purpose-built variant of the Hammerhead, the Remora completely sheds the role of gunboat (though it is still classified as one, officially) and primarily serves as a fighter carrier. It suffers by being forced to use vehicle bays (though a hangar sufficient to hold one fighter, to allow two technicans to work on it, is provided). The Remora is unusual in that the cost of it's small craft is far greater than the cost of the carrier.
Crew: Captain, Pilot, Navigator, Sensor/Comm Operator, 3 Engineers/Technicians, 3 Gunners, 1 Medic, 8 Small Craft Pilots
Design: 300-ton SL Hull, DR 500, three turret (three 250-MJ lasers each), Total Compartmentalization, Radical Stealth, Radical Emission Cloaking, Modules: Basic Bridge (hardened), Engineering, Utility, 80 Maneuver, 10 Staterooms, Sickbay, Vehicle Bay (eight 10-ton Rampart fighters), Hangar Bay (10 dton capacity), 7.5 Cargo
Statistics: EMass 862.5, LMass 1,318.5, Cost MCr 58.83, HP 25,500, Size Modifier +9
Performance: Accel 3.71/2.43 Gs empty/loaded, Airspeed 3,381
800-ton Shotel-class
Mercenary Cruiser, TL10
The Shotel-class mercenary cruisers originated when the Shotel, a Broadsword-class cruiser, entered spacedock at Jewell for major repairs after being badly mauled by pirates in early 1101 near Puparkin. The owner, Major Alphonso Owens (Ret), decided to make several changes to the ship since, given the extent of the damage, it would not cost much more than completely repairing it.
First, unhappy with the limited space on board for troops, he tripled the number that could be carried (though a third are forced to use low berths). This resulted in a reduction in the size of the maneuver drives (the new staterooms are located in what had formerly been part of the engineering section, which makes them only slightly less hated that the low-berths). Since more troops were carried, two more sickbays were added, though no additional medics are part of the crew (they must be draw from the troop contingent). He also altered the vehicle bays; rather than using modular cutters, he decided to use ship's boats for landings and a pair of fuel skimmers for refueling (however, since the 40-ton pinnance has virtually the same hull as the skimmer, he left open the possibility for swapping the two). Finally, he slightly increased the armor protection.
In late 1102, the Shotel was ready. Major Owens, who had been assembling a new crew during the prior months, lifted off for a new ticket on Gougestra. Over the next three years, the added value of the extra troops proved valuable (as well as the addition of the fuel skimmers). While a few other conversions of Broadsword-class cruisers were seen, it was at the shipyard at Collace that the first purpose-built ship of the new class was constructed in 1106. The new class was christened the Shotel in honor of Major Owens' ship. Over 100 ships of this class have been built in the Spinward Marches since 1106, though the original Shotel was lost with all hands in 1109 in action against Vargr forces.
The vehicles listed for the spacedock are a typical mix for a mercenary unit; some may carry additional vehicles (usually light grav tanks or support sleds) in the ship's boats. In general, one platoon rides the various grav vehicles while the second has no vehicles (other than one ship's boat). The third platoon (brought out of low berth a couple of days before the ship exits jump, to minimize strain on life support) serves on board the cruiser as gunners, crew for the small craft, ship security and to replace battle losses. Most captains rotate the duties and accomodations of the three platoons every two weeks or so.
Crew: Captain, pilot, navigator, sensor/commo operator, 2 medics, 3 engineers, 63 troops (+32 in low berths)
Design: 800-ton USL, DR 200, Heavy Compartmentalization, 4 Laser Turrets with 3x250 Mj Std Lasers each, 2 Missile Turrets with 3xLt Missile Racks each, 2 Sandcaster Turrets with 3xSand Casters each; Modules: Basic Bridge (Hardened), Engineering, 111 Maneuver, 32 Jump, 240 Fuel, 10 Spacedock (2 air/rafts, 2 grav APCs, 2 5-ton launches, [Vargr] speeder, 3 5-ton exoskeletons), 150 Vehicle Bay (two 30-ton ship's boats, two 40-ton fuel skimmers, two 5-ton launches), 38 Staterooms, 8 Low Berth (32 men), 3 Sickbays, 2 Utilities, 1 Fuel Processor (30 hours), 76 Cargo
Statistics: EMass 1596, LMass 2413, Cost MCr 151.63/207.82 (loaded), HP 49,500, Size Modifier +10
Performance: Accel 1.84 G (loaded)/2.78 G (empty), Jump-3
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notice, that Far Future is notified, and subject
to a withdrawal of permission on 90 days notice. The contents of this
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