Category Archives: Roleplaying

Alternative 100Dton Scout/Courier

I was browsing Star Wars deckplans the other day on the internet and came across this ship – the CU-37 Light Courier and it’s extended version, the CU-37XL.  It looked as if it could be Traveller-ised. So here is a 100 Displacement Ton (Dton) Scout/Courier/Small Packet merchant.  This is a no-frills craft.

Performance is Jump 2, with Maneuver Drive 2 and a Type 2 Fusion Powerplant. The standard Traveller Scout/Courier has four staterooms that can accommodate up to eight people (at a stretch).  This vessel can also carry eight people, but staterooms are more sleeping pods – kind of like those coffin hotels in Japan (but brought as four normal Traveller staterooms). Beds can be stowed to provide a small desk or sitting area. There is one communal fresher and one head in this ship. A small galley (unusable when the forward entry ramp is deployed) and a crew lounge (really just the main passageway) are available to give the crew a bit more space.

Engineering pods containing the drives and power plant are located at pods at the end of the short wings, accessed through a connecting corridor.  This vessel carries a total of 32Dtons of fuel is bunkered in wing tanks and in two tanks at the rear of the ship.  This allows one Interstellar Jump 2 and an additional Jump1 without refueling. The vessel is streamlined and has fuel scoops and purifiers.

Aft is a small cargo bay that can hold an Air/Raft and up to 4 tons of cargo (8 tons if no Air/Raft is carried). A loading door is installed in the floor.  At the end of the ship is a standard docking airlock. The layout means that clambering over and around cargo is routine aboard this vessel.

There is one ventral turret that is controlled from the bridge.

CU-37XL Scout Courier (Alt)(H/T Star Wars Deck Plan Alliance)

High Guard Statistics:

Ship: LNV Simpson
Class: Type S
Type: Scout
Architect: League of Suns Naval
Tech Level: 11

USP
S-1222221-030000-10001-0 MCr 58.142 100 Tons
Bat Bear               1          1      1   Crew: 2
Bat                        1          1      1   TL: 11

Cargo: 4 Crew Sections: 1 of 2 Fuel: 32 EP: 2 Agility: 1
Craft: 1 x 4T Air/Raft
Fuel Treatment: Fuel Scoops and On Board Fuel Purification

Architects Fee: MCr 0.581   Cost in Quantity: MCr 46.514

Detailed Description
(High Guard Design)

HULL
100.000 tons standard, 1,400.000 cubic meters, Cone Configuration

CREW
Pilot, Gunner

ENGINEERING
Jump-2, 2G Manuever, Power plant-2, 2.000 EP, Agility 1

AVIONICS
Bridge, Model/2 Computer

HARDPOINTS
1 Hardpoint

ARMAMENT
1 Triple Mixed Turret with: 1 Beam Laser (Factor-1), 1 Missile Rack (Factor-1).

DEFENCES
1 Sandcaster in the Mixed Turret, organised into 1 Battery (Factor-3)

CRAFT
1 4.000 ton Air/Raft (Crew of 0, Cost of MCr 0.000)

FUEL
32 Tons Fuel (3 parsecs jump and 28 days endurance)
On Board Fuel Scoops, On Board Fuel Purification Plant

MISCELLANEOUS
4 Staterooms, 4 Tons Cargo

WIP – Heavy Merchant (2,000 Dtons)

My favourite role-playing game is Classic Traveller by Games Designer Workshop.  I love the whole concept of the Traveller RPG and even quite like the ‘official’ Traveller Universe. I have not done any Traveller Deck plans for ages and have had this one on the back-burner. Recently got it out and started work on it again.

This vessel is a reasonably large carrier with a reasonable sized crew. In Traveller RPG terms I am looking at a 2000 Displacement Ton ship.  So far have got the bridge and crew quarters mostly done. Still do do on this deck is to complete the engineering section and galley/mess and whatever else I can cram into the space available. This is about as big a ship that I would attempt at this scale – it just gets too hard.

I was also playing around with colour for an exterior shot. I am only using Microsoft Paint.

Heavy merchant - Exterior WIPThe Work in progress deck plan so far. A 50Dton Modular cutter for scale and a temporary cross section so I can figure where everything is supposed to go.

Heavy Merchant - Deck one

Judge Dredd Roleplaying – Comic-style session report Pt.1

Many years ago in the 80s I used to run a fairly regular Judge Dredd RPG game. We started using Champions (now Hero System) and then I moved to the Games Workshop Judge Dredd RPG for a while. I eventually moved back to Champions as it suited the comic-book style that the game demanded.   All my games were set in and around the Block War and Apocalypse War story arcs that were running in the comics in the 80s.

JD RPG Comic

We had some great characters. Judge Grila, a hulk in the Dredd style. Med-Judge Schweitzer, always finicky about hygiene, Tech-Judge Boffin, Judge Slim (on secondment from Texas-Cit) and Judge Freud, always analysing people.   There were others.

I drew this comic story to illustrate one session.  I hope you enjoy Part One.

JD 1

JD 2

 

 

The Truth behind the Roswell Saucer

On  July 8th 1947 an alien spacecraft crashed into the desert near Roswell, New Mexico. The military quickly covered up the entire crash and recovery of the alien ship and it’s crew with a flimsy story stating that a Project Mogul weather balloon had come down. Any stories of a ‘flying saucer’ were deemed as ‘fanciful nonsense’.

RoswellRecord3

However, we now know the truth. The vessel was a 150dton Vegan Light Merchant. The Vegans at the time were a subject race of the Vilani Imperium, a huge interstellar polity that strictly controlled technology and trade within it’s borders. It is thought that the Vegan vessel was on a routine trade exploration mission when it mis-jumped into the Sol System and fell into a decaying orbit around Earth. Despite the attempts of the crew to repair damage to the drives, the ship ended up falling into the atmosphere and crashing.

 

Vegan1

Two of the Vegan crew were killed in the crash and despite the attempts of military doctors to keep the third crew-being alive, he died a week after the crash.

Roswell Saucer Roswell Saucer Deckplan

 

High Guard Stats.

USP
S-1622221-000000-22000-0 MCr 74.684 150 Tons
Bat Bear             1     11      Crew: 3
Bat                  1     11      TL: 11

Cargo: 54.000 Fuel: 33.000 EP: 3.000 Agility: 0
Fuel Treatment: Fuel Scoops and On Board Fuel Purification

Architects Fee: MCr 0.747   Cost in Quantity: MCr 59.747

Detailed Description

HULL
150.000 tons standard, 2,100.000 cubic meters, Flattened Sphere Configuration

CREW
Pilot, Gunner, 1 Other Crew

ENGINEERING
Jump-2, 2G Manuever, Power plant-2, 3.000 EP, Agility 0

AVIONICS
Bridge, Model/2 Computer

HARDPOINTS
1 Hardpoint

ARMAMENT
1 Dual Mixed Turret with: 2 Beam Lasers (Factor-2).

DEFENCES
1 Single Sandcaster Turret organised into 1 Battery (Factor-0)

CRAFT
None

FUEL
33.000 Tons Fuel (2 parsecs jump and 28 days endurance)
On Board Fuel Scoops, On Board Fuel Purification Plant

MISCELLANEOUS
3.0 Staterooms, 54.000 Tons Cargo

USER DEFINED COMPONENTS
None

COST
MCr 75.431 Singly (incl. Architects fees of MCr 0.747), MCr 59.747 in Quantity

CONSTRUCTION TIME
49 Weeks Singly, 39 Weeks in Quantity

100 Dton Jump 6 Racing Yacht

Something different today. A starship completely useless for pretty much anything other than competing in starship racing. This ship is built at Tech Level 15 (GURPS Tech Level 12). I used GURPS because as far as I can make out it is almost impossible to make a Jump 6 ship at 100dtons using High Guard without using Fuel Drop tanks. This is effectively the same ship that is in the GURPS: Nobles module.  I preferred fixed wings on my version so there you are.

It has a crew of five who live in incredibly cramped quarters – there are eight bunks (stacked four high along the central hull).   Normal crew is Captain/Pilot, Relief Pilot, Navigator and two engineers.  One fresher is shared by all and ‘living space’ is tight.  The vessel is mostly  fuel and engines.  Fuel is stored in the wings and other hull spaces not mapped.  It is has radical streamlining and is constructed out of extra light materials.  There are no hardpoints so the vessel is unarmed.  It is capable of Jump6 and 3G acceleration.

100dton Racing Yacht TL15 Outlines

100dton Racing Yacht TL15 Named

 

50 dton Armed Response Cutter

This is a tough little non-Jump spaceship often seen in Imperial systems performing customs and inspection duties, quarantine enforcement and in it’s main role as an armed response vessel for emergency situations.  Based on the same design as the 50Dton Modular Cutter, this is a fixed hull ship.  It mounts a battery of lasers and has an armoured hull.  It can carry up to 16 marines in a large bunk room. Beds fold down into acceleration couches. There is a hardened armoury and a battle-dress morgue that can store up to sixteen suits of powered combat armour.  The Maneuver Drives are rated at Maneuver 4, so she can fair clip along.

I have been a bit loose, as usual, with the High Guard Stats. I designed it with five crew staterooms (one for the four crew and four operating as the large bunkroom. Two small craft staterooms was brought as a four bunk brig.

Ship: Armed Cutter
Tech Level: 12

USP
YY-0304401-200000-10000-0 MCr 32.950 50 Tons
Bat Bear                   1       Crew: 1
Bat                        1       TL: 12

Cargo: 5.500 Fuel: 2.000 EP: 2.000 Agility: 0 Pulse Lasers
Fuel Treatment: Fuel Scoops

Architects Fee: MCr 0.330   Cost in Quantity: MCr 26.360

Detailed Description

HULL
50.000 tons standard, 700.000 cubic meters, Cylinder Configuration

CREW
Pilot

ENGINEERING
Jump-0, 4G Manuever, Power plant-4, 2.000 EP, Agility 0

AVIONICS
No Bridge Installed, Model/1 Computer

HARDPOINTS
1 Hardpoint

ARMAMENT
1 Dual Pulse Laser Turret organised into 1 Battery (Factor-1)

DEFENCES
Armoured Hull (Factor-2)

CRAFT
None

FUEL
2.000 Tons Fuel (0 parsecs jump and 28 days endurance)
On Board Fuel Scoops, No Fuel Purification Plant

MISCELLANEOUS
5.0 Staterooms, 2.0 Small Craft Staterooms, 4 Acceleration Couches, 5.500 Tons Cargo

USER DEFINED COMPONENTS
None

COST
MCr 33.280 Singly (incl. Architects fees of MCr 0.330), MCr 26.360 in Quantity

CONSTRUCTION TIME
24 Weeks Singly, 19 Weeks in Quantity

Armed Cutter Outlines Armed Customs Cutter Named

100 Dton First Response Rescue Ship

In the GURPS Traveller: Starports book there is a design for a 100 dton first response and rescue ship based on a Type S Scout hull.  I really liked it – so here is my High Guard Version.

It has no jump drive so is limited to in-system operations. It has a powerful 3G maneuver drive and sufficient fuel for 28 days continuous operation.  The drive room has been repositioned to what would be the upper gallery on a Scout/Courier.  It has cramped seating for 35 evacuees, 12 emergency low berths and six  Auto-Doc medical beds. Three Grav Ambulances are housed in a garage where their rear door can be sealed with the ship to create an airlock between vehicle and space ship.  There is a large triage area and a lift that can take patients to the medical ward below.

Crew is variable but usually four, although in an emergency more medical staff can be carried.

High Guard Stats:

USP
SE-1103311-000000-00000-0 MCr 49.031 100 Tons
Bat Bear                           Crew: 4
Bat                                TL: 12

Cargo: 10.500 Fuel: 6.000 EP: 3.000 Agility: 3
Craft: 3 x 4T Grav Ambulances

Fuel Treatment: Fuel Scoops and On Board Fuel Purification

Architects Fee: MCr 0.490   Cost in Quantity: MCr 39.225

Detailed Description

HULL
100.000 tons standard, 1,400.000 cubic meters, Needle/Wedge Configuration

CREW
Pilot, 3 Other Crew

ENGINEERING
Jump-0, 3G Manuever, Power plant-3, 3.000 EP, Agility 3

AVIONICS
Bridge, Model/1 Computer

HARDPOINTS
None

ARMAMENT
None

DEFENCES
None

CRAFT
3 4.000 ton Grav Ambulances (Crew of 1 Pilot plus medic, Cost of MCr 0.000)

FUEL
6.000 Tons Fuel (0 parsecs jump and 56 days endurance)
On Board Fuel Scoops, On Board Fuel Purification Plant

MISCELLANEOUS
2.0 Staterooms, 35 Acceleration Couches, 10 Low Berths, 10.500 Tons Cargo (mostly used for triage area)

USER DEFINED COMPONENTS
None

COST
MCr 49.521 Singly (incl. Architects fees of MCr 0.490), MCr 39.225 in Quantity

CONSTRUCTION TIME
38 Weeks Singly, 30 Weeks in Quantity

 

100dton firest response deck layoutr

100 dton Emergency Response ship named