[X] Plan Lander But Small
-[X] BMF's submission.
-[X] PMCA's submission.
-[X] A 50-ton FLF assault ship.
--[X] The FLF assault ship must retain boarding capabilities.
-[X] A 30-ton multi-role fighter-bomber
The Flotilla Supply Ship might be a good basis to build something like that on--lots of internal space. There are a lot of ideas I can see using that hull for, actually. A merchant marine supply vessel, a dedicated colony construction ship, a troop carrier...
I suggest we name it Piranesi, after the Italian architect who created Carceri d'Invenzione, "Imaginary Prisons." It's a series of print etching depicting these vast, structurally impossible spaces full of hellish smoke and distant tormented forms.
For the actual votes, first of all I feel happy with either Bearings or the PMCA submission. That seems to be what most everyone else is thinking, too!
For the fighter prototyping, lemme just suggest a little...
[ ] Something else - A 40-ton fighter-bomber streamlined for intra-atmospheric FLF support.
We still have yet to develop our assault carrier vessel, but when we do it might be nice to have something capable of close air support over the LZ, clearing it before troop landing and supporting breakout operations. We have our big guns from orbit, but you can't use a sledgehammer to do the job of a scalpel.
Also liking the look of this. If we want cargo space on a lander, it probably shouldn't be a platoon lander? We can make a bigger lander for a bigger transport ship once we have a reason to bring more than a company somewhere.
I'll trust that you know the numbers and the tonnages better than I do, but you feel confident that we'd be able to fit enough pew-pew on such a thing?
I'll trust that you know the numbers and the tonnages better than I do, but you feel confident that we'd be able to fit enough pew-pew on such a thing?
I *think* so; the main reason for going 30 tons is that lets us go very fast and zippy. If it turns out we can't fit enough ordinance on it to make it worthwhile, I'm happy to up to 40 tons in the design revisions.
The breakpoint on small craft is 1 starship grade weapon every 35 tons. A 30-tonner could take one, a 40-tonner two. Either hull size can have as many sub-starship weapons, including rocket packs and auto-cannons and similar - as they can fit.
Hmm, if we want to do fighter-bomber things, might be better to bump to 40-tons then to carry either starship grade torpedoes, lasers, or missiles, plus rocket packs etc. Lose some speed, but might be worthwhile - thoughts before I modify my plan?
Hmm, if we want to do fighter-bomber things, might be better to bump to 40-tons then to carry either starship grade torpedoes, lasers, or missiles, plus rocket packs etc. Lose some speed, but might be worthwhile - thoughts before I modify my plan?
In this case, I think 30 tonnes is better, because matching speed with Aslan fighers might prove important. Weapons we can mount on starships, but being fast is unique to fighters.
In this case, I think 30 tonnes is better, because matching speed with Aslan fighers might prove important. Weapons we can mount on starships, but being fast is unique to fighters.
You can write basically whatever you want into a plan. I am *always* willing to consider a write-in. I'll just say no to things that aren't achievable.
Hmm, if we want to do fighter-bomber things, might be better to bump to 40-tons then to carry either starship grade torpedoes, lasers, or missiles, plus rocket packs etc. Lose some speed, but might be worthwhile - thoughts before I modify my plan?
This was why I was going for the 40 tonner in the first place...
On an unrelated not, the SRD website that @Tallhart posted the other day has ground vehicle design rules. I may or may not have gotten lost in the weeds and made a 30 ton assault vehicle that costs 3.7 MCr.
How about...
[ ] Something else - Attempt to contract the services of Aslan military advisors. The Service needs to know more about how fighter craft are practically used, and we know no better teachers than these curious aliens.
[X] Something else - Attempt to contract the services of Aslan military advisors. The Service needs to know more about how fighter craft are practically used, and we know no better teachers than these curious aliens.
This is just me getting the lead out on everyone's favorite orbit-to-ground-pounders. It's lousy work when you joined up to drive a Monitor, but somebody has to do it-and you might start enjoying yourself!
Selected Table of Organization and Equipment fromMultispectrum Warfare Office Combat Manual (CM) 38-07: THE FLEET LANDING FORCES BATTALION The standard Fleet Landing Forces battalion, which forms the largest subordinate organizational unit of the two standing FLF squadrons (three battalions each) within the 58th Planetary Defense Wing, itself equivalent to a full City Militia division, is currently assembled around five full-strength companies of 135 armed combat and security soldiers, themselves composed of three platoons of 45 soldiers each, referred to colloquially as "troopers".
These platoons are in turn made up of three 15-man squads, consisting of Spacers (E-2), Lance Airmen (E-3), Senior Spacers (E-4), Sergeants (E-5) and in non-commissioned command (NCO) of each, one Flight Sergeant (E-6). Platoon command, referred to as "actual flight" is under the auspices of an assigned Lieutenant (O-1) or Flight Lieutenant (O-2), assisted by the platoon's Star Sergeant (E-7). Company command is undertaken by a Flight Captain (O-3), assisted by a Technical Sergeant (E-7) with a Flight Lieutenant (O-2) as company executive officer (XO). At the battalion level, a Major (O-4) or Lieutenant Colonel (O-5) acts as overall commander of the full 675-man FLF force, assisted by a Flight Captain or Major as XO, additional Flight Captains as Battalion Intelligence, Weapons Company, and Pathfinder officers, and senior NCO command provided by a Chief Star Sergeant (E-8) and their subordinate TSgts.
While later sections of this Combat Manual will provide details of specific small arms, fire support systems, insertion suits, combat vehicles, and powered cavalry formations that comprise the standard battalion, at present, one must know only that of the five companies under a Major's authority, three form standard mechanized infantry forces, with one platoon from each equipped with light artillery insertion suits to act as mobile fire support teams for their "regular" comrades.
One of the two remaining full companies is equipped with powered cavalry frames alongside vehicle-mounted light artillery to act as a fully-mobile weapons company, delivering accurate surface-to-surface and surface-to-air firepower to suppress major threats. Pathfinder companies, on the other hand, represent an unusual quirk of the FLF; beginning as search and rescue (SAR) forces in the early days of the City Militia Air Service, the Pathfinders quickly gained a reputation for stealth, expert medical care, and precision in combat due to training to avoid dangerous wildlife and outwilds bandits as part of rescue operations. This strange mixture of skills, in turn, led to their eventual assignment to long-range intelligence and reconnaissance duties within the Landing Forces. In the modern day, a Pathfinder company within an FLF battalion is effectively two 67-man separate forces, with one half dedicated to battlefield medicine, triage, and wound care beyond the work of each platoon's assigned flight surgeon (colloquially "the surj") and the other acting as the battalion's eyes and ears in hostile territory, often making use of long-range firearms, ultralight jet UAVs, ground-to-orbit laser designators, ISR relay units, and tactical aerospace control teams (TACTs).
The Hazardous Environment Rapid Assault Vehicle, or HERAV, was designed at a time when it was unknown whether Home or enemy strategic locations would be in standard atmospheric environments. Developed specifically to reconnoiter and provide heavy firepower to an infantry platoon on hostile grounds, it was limited to 30 tons to fit on the standard assault shuttle. This has lead to accusations of a design that is overengineered and under survivable. However the largest detriment of the vehicle is its enormous price tag.
Based on an 8x8 wheeled chassis, the vehicle is armed with a 120mm Smoothbore Cannon and Gatling Laser in its turret, and a Heavy Machinegun on a powered ring mount for supporting infantry to use. It is capable of speeds of up to 147 km/h with a cruising range of 780 km. A HERAV's communication system is extremely long ranged, capable of reaching ships in orbit with its tightbeam equipment. This is all on a vehicle capable of operating in complete vacuum for 90 straight days, provided the crew is able to get ahold of their basic needs.
Stats:
TL
Agility
Speed
Range
Crew
Cargo
Hull
Structure
Cost
Size
8
0
147
780
4
-
30
30
3652350 Cr.
30 tons
Weaponry:
Weapon
Location
Damage
Range
Auto
Ammo
120mm Cannon
Large Turret Top
10D6 Super-AP
Distant
No
60
Gatling Laser (TL 8)
Large Turret Top
6D6
Distant
2
N/A
Heavy Machinegun
Powered Ring Mount
5D6 AP
Rifle
6
7000
Armour Location | Value
Front | 20+7
Right | 10+7
Left | 10+7
Rear | 10+7
Top | 8+7
Bottom | 6+7
T. Front | 20+7
T. Side/Rear | 10+7
Notes: Efficient Engine x3, Additional Armor x6, Additional Speed x5, Wheels x8, AFV, Off-road Capability, Advanced Controls, Large Turret: 2 Crew + Improved Fire Control +2
Additional Equipment: Fire Extinguishers, ERA I, Explosive Belt, Smoke/Flare/Chaff Dispenser, Life Support (Long Term), Vacuum Environment Protection, Air Lock, Sensors (Advanced), Tightbeam Satellite Uplink Communications (TL 8)
Yeah, Traveller can get REALLY in the weeds with this.
Some relevant information I found on Traveller fighter / smallcraft rules and what we might need to consider to support them. Again though, with the caveat that all of the below may not be relevant to the QM's own rules for this quest.
This Spacecraft Operations page appears to have some relevant information. Under the 'Internal Components' section the following are listed with relevant associated rules and tonnage requirements.
When it comes to hangars this page has some information which may be useful. It seems there are Storage Hangars (slow to launch and recover, difficult to maintain/repair smallcraft) and Standard Hangars (quick launch/recovery, able to perform maintenance/repairs easily).
The tonnage requirements for a Standard Hangar being equal to the tonnage of the small craft to be stored, plus 30% and costs MCr0.2 per ton.
So, for an example squadron of 10 30-ton fighters that's 390 tons of hangar space. For a wing of 3 squadrons, that balloons to 1170 tons of hangar space.
Launch tubes are apparently used to launch up to 10 small craft within a combat round. Their tonnage requirement is twenty-five times the tonnage of the largest craft that will be deployed. So, for the above squadron 25x30 tons = 750 tons. (From this website it appears 'launch tubes' may be an old rule, and have been renamed to rapid launch/recovery facilities with broadly the same requirements, though being able to launch 40 small craft in a single 'round').
[X] Something else - Attempt to contract the services of Aslan military advisors. The Service needs to know more about how fighter craft are practically used, and we know no better teachers than these curious aliens.
[X] Something else - Attempt to contract the services of Aslan military advisors. The Service needs to know more about how fighter craft are practically used, and we know no better teachers than these curious aliens.
You can write basically whatever you want into a plan. I am *always* willing to consider a write-in. I'll just say no to things that aren't achievable.
Regarding ideas - would the "hybrid drive" be useful at our TL and/or in general? I saw one fighter in Traveller with two drives, one Thrust-2 M-Drive for general use and a Thrust-8 Reaction drive for combat maneuvers. What would be benefits (if any) of such composition? Would it be weight/cost efficient? Or allow higher thust with reaction drive (for limited duration) than possible with m-drive?