Archive for the Traveller Category

Wilderness refuelling

Posted in Intercept, Rules, Traveller on May 29, 2010 by Mr Backman

The assault scout Anacron have detected the gravity waves of a large fleet of Zhodani warships entering the system, they must leave the system and warn the navy of the impending attack.

“We need jump fuel to flee the system before the Zhodani fleet arrives, what options do we have?”

“We could skim the gasgiant but the Zhos will certainly picket the gasgiant”

“We could match course with a comet and do some ice mining”

“We could land on the outermost moon of the gasgiant and fill up on methane”

“Set course for the outermost moon of the gasgiant then, make sure the moon is between us and the gasgiant as we approach. We don’t want the Zhos catching us on the planet”

“Roger that Sir”

This post has been updated 2018-07-12 to reflect changes in the rules.

I have recently added som new fuel options to the Intercept design system and some explanations might be in order. These refuelling options does not affect the combat capabilities of a ship so those who use Intercept strictly for battles may want to skip. The new design system is available here.

Hydrogen fuel
Ships use fuel for two things; reaction mass for rockets and jumpfuel, the hydrogen must in both cases come in the form of liquid hydrogen or LHyd.

The fuel used by the fission or fusion powerplant of the ship will not be considered here as it is built into the powerplants and will keep the powerplant running for a year (6 months for fission) before replacement. Powerplants need this ‘refuelling’ regardless of whether they are run or not. Both fission and fusion plants have fuel that decay over time and this decay make the fuel less efficient and harder to ‘burn’ (Tritium for fusion plants, Uranium or similar for fission plants). Carrying extra fuel wouldn’t help either as that fuel would decay as well. Fusion powerplant refuelling is covered by the annual maintenance fee.

Liquid hydrogen has a density of less than 10% that of water and as volume is at a premium on starships, a lot of effort has been spent on how to increase the density of hydrogen storage. Hydrogen also happens to be the most common element of the Universe, there is plenty of hydrogen in water, ammonia and methane, in fact there is more hydrogen per cubic meter of those substances than there is in pure liquid hydrogen, these compounds are also very common on planets, rings, comets and asteroids. These two facts have led to the development of a number of alternative fuel storage technologies.

Hydrogen storage
A ship can store hydrogen in four different forms:

  • Liquid hydrogen or LHyd is the only form useable by jumpdrives or reaction engines, all other forms must be converted into LHyd before use. Jumpdrives are very sensitive to impurities in the fuel so a ship using wilderness fuel can add a fuel purifier to filter out Deuterium, Tritium, helium and other impurities from the jumpfuel. There is no need to purify reaction mass.
  • Water or H2O holds 50% more hydrogen than LHyd but is ten times as dense. Water must be processed by a water cracker before it can be used as jumpfuel or reaction mass.
  • Ammonia or NH3 holds twice as much hydrogen as LHyd and has the same density as water. Ammonia must be processed by a NH3/CH4-converter before it can be used as jumpfuel or reaction mass, this converter work for both ammonia and methane but not for cracking water.
  • Methane or CH4 holds three times as much hydrogen as LHyd and has the same density as water. Methane must be processed by a NH3/CH4-converter before it can be used as jumpfuel or reaction mass, this converter work for both ammonia and methane but not for cracking water.

Water crackers ammonia converter and methane converters are rated in hours per hull percentage converted, this is the output percentage and not the input. A 1 hour per % water cracker would convert 0.67% of water into 1% of LHyd per hour, an equally rated ammonia converter would convert 0.5% ammonia into 1% LHyd per hour  and the methane converter would convert 0.33% of methane into 1% LHyd. The fuel purifier mentioned above, is also rated in hours per fuel percent purified.

Tanks and converters
Aside from reaction mass and jumpfuel you can add tankage for water/ammonia/methane, this tankage cannot be used directly, it needs to be converted into LHyd by an appropriate converter (NH3 converter, CH4 converter or H2O cracker).

Add a purifier if you want your LHyd clean and free of impurities. The purifier removes any Deuterium, Tritium, Helium or other traces from the LHyd, purifying your jumpfuel decreases the risk of misjumps and J-drive damage when using wilderness fuel. Some starports sell unpurified LHyd at a lower price.

Add fuelscoops to your ship if you want to skim gas giants for hydrogen, adding the aforementioned purifier will help you filter out the impurities from gasgiants. Note that not all gasgiants give you hydrogen when skimming, some will give you ammonia instead. The fuelscoops will convert your fission and fusion rockets into air breathers which will reduce fuel use and lessen radioactive waste when flying in an atmosphere.

Fuel skimming in Intercept
Skimming fuel from gasgiants is probably the most dangerous form of wilderness refuelling, how dangerous is up to each referee using whatever rules system he prefers. If you want to do fuel skimming during an Intercept battle you can use these rules:
Fuel skimming consists of repeatedly performing aerobrake manuevers on a gasgiant. As gasgiants are huge planets all skimming should be done with the large-scale rules (1 square equals 100 000 km, one turn equals one hour). How much fuel you get from each aerobrake pass depends on your speed prior to aerobraking; you get 20% fuel per brake G. Roll for aerobrake damage as outlined in the Intercept rulebook. If the ship is stationary in a gasgiant voluntary aerobrake square it can skim 5%.

Example The 60 000 dTom Azhanti High Lightning cruiser relies on its fuel shuttles for gasgiant skimming but in an emergency it can perform the skimming itself, at quite some risk. The hull of the Azhanti has a safe speed of 0.5 for aerobraking so each point of speeds adds +2 on its aerobraking damage rolls. Skimming at speed 1 down to 0 would give it 20% fuel per pass, three such passes and it will have replenished its jumpfuel. Each pass the Azhanti must roll at +2 for hull damage on the damage table ie a 4+ would cause Light hull damage. Yes, only in extreme emergencies will the Azhanti do the skimming on its own. You may wonder why they didn’t simply give the Azhanti Streamlined or better hull and the answer would be surface area. A warship needs lots of surface area to mount all their weapons and sensors. Tradeoffs I keep telling you, tradeoffs.

Relativistic rocks don’t kill people – People with relativistic rocks kill people.

Ready made ship designs

Posted in Design system, Intercept, Traveller on April 15, 2010 by Mr Backman

Hopefully, some of you have had time to fiddle around with the design system but judging from the lack of questions in the chat I kind of doubt that. I have whipped together some designs of popular ships in the Traveller universe, you can download them here, they have been updated 2010-05-31.

They are all made with the 1dTon = 5 m3 option so you may have to convert them to regular dTons. Simply edit the values of all dark yellow cells as follows:

  • Change the topleft cell to read 14 or whatever value the dTon is in your version of Traveller.
  • Divide the hull volume value by 5.
  • Divide the powerplant output by 25.
  • Divide the cargo volume and hangar volume by 5.
  • Divide the living space by 5.

The ship designs were quickly made and especially the Azhanti may need some serious rethinking. I have written down some notes for each design so you understand why the look as they do.

Azhanti This ship was just whipped out and it has never been playtested. It requires way too much technicians compared to canon and you may have to add robots to reduce the crew to something more reasonable. Consider the design as a starting point for your own version.

Cutter This is a 50 dTon design with 25 dTon modules. It can do 2G loaded and nearly 3.5 Gs unloaded. The cutter is sometimes used for interplanetary missions so I added large crew stations and enough living area for a cramped one week tour. The cutter has a small turret and that can be fitted with up to 1 m3 weaponry if needed. The fuel scoops allow it to use fuel modules without the need for each and every one of them needing fuel scoops.

Donosev The Donosev is interesting because it has such a vast array of sensors, I gave it every kind of sensor there is and the Visual/IR is huge, with as Scan of +5.

Launch This is the launch for the subsidized merchant. It has only a 1G floater to keep the power requirements to a minimum. It uses its 2G fusion drive for thrusting with enough fuel for 30 GTurns, it has fuel scoops so its fusion drive can cut down on fuel consumption and radioactive exhaust by running in airbreather mode while inside an atmosphere. I gave it a small turret so it can be armed if needed. My youngest daughter has one of these with a missile launcher and IMTU no one has ever heard of an armed Launch so it has seen a fair amount of space battles.

Subsidized merchant I always wondered why it had wings when it obviously (from Keith drawings) also had at least a floater. I figured that the floater was only capable of lifting the ship unloaded. Fully loaded it needs an atmosphere to take off and enough runway to reach its 161 km/h stallspeed. The fusion drive works in airbreather mode when inside an atmosphere to cut down on fuel and to cool the exhaust. The fusion drive has only 10 GTurns of fuel and this should be enough for planet to -> jump point and jump point to -> planet, the reaction mass might need adjusting upwards. I think the oldtimer in Pilot’s handbook that never trusted subs crews was wrong; they are better spacers than any of those lazy reactionless drive softies.

Suleiman scout There is not much to say there really as it has been extensively covered in the DIY starship 1 – 4. Probably the best player ship in Traveller, in my humble opinion.

SDB Burgund The SDB has extreme stealth against Visual/IR, can take a lot of pounding on hits thick hull and can dish out missiles forever. It lacks any kind of stealth against radar, neutrino and mass sensors. The captain is supposed to run popped in, drifting with floorfield off and powerplant on idle. It takes a special kind of person to crew an SDB, more like submarine crews than surface Navy.

Rampart fighter This is also just a quick sketch. The attack tactic is to come at the target with good speed, launch the missiles and as the fighter drifts the pilot/gunner steers the missiles onto the target with enough relative vector to gain that bonus on PEN and DAM, Rocketpunk manifesto calls these kind of fighters for Lancers.  Fighter pilots know they will be eaten for breakfast in a real war with the Zhodani so the Navy give so slack while on base. 45 % of mess brawls are started by fighter pilots.

Well, at least I have given you some ideas on how to do Traveller designs in the Intercept design system. If you want an interesting match I suggest pitting a subsidized merchant with an armed launch against a single Suleiman to see how that fares. The Suleiman has a huge tech advantage but the little launch can spin circles around the scout and the trader can soak up quite a lot of damage due to its bulk.

8 minutes to the sun – is space too big or lightspeed too slow, or both?