Traveller, The Rise of Empire: A Naval Design, Procurement and Command Quest

Starship weapon availability
Small Craft Weapons
Ships of below 100 tons have Firmpoints instead of Hardpoints. Ships have the following number of Firmpoints:
- 10-35 tons: 1 Firmpoint.
- 36-69 tons: 2 Firmpoints.
- 70-99 tons: 3 Firmpoints.
One Firmpoint may mount a turret with a single weapon mounted in it. Instead, a barbette may be mounted using up 3 Firmpoints.

Star Ship Weapons
Ships of 100 tons or more have Hardpoints. They have one Hardpoint per 100 tons of volume. All weapons except for two use a single Hardpoint per mounting. Super-Large bays use 5 Hardpoints per mounting, while Spinal Weapons use 1 Hardpoint per 100 tons of weapon.

Turret Mountings
The following types of Turret can be mounted on a Hardpoint except for Capital Turrets. Capital Turrets require 3 Hardpoints for a Small and 6 Hardpoints for a Large Turret.
MountTLPowerTonsCostNotes
Fixed Mount-000.1-
Single Turret7110.2-
Double Turret8110.5-
Triple Turret9111-
Point Defence Mount910.50.25-
Pop-up Mounting10+0+11-
Small Capital Turret94552Ship>5,000 tons
Large Capital Turret961105Ship>10,000 tons

Turret-mounted Weapons
Turrets (except for the Point Defence Mount) can mount between 1 and 3 of these weapons depending on the type of turret.
WeaponTLOptimum RangeDamageFleet CombatPowerCost (MCr.)Traits
Missile Rack6See OrdnanceSee OrdnanceSee Ordnance00.75-
Pulse Laser7Short2d62/141-2DM to hit
Sandcaster8Defensive--00.25-
Beam Laser8Medium1d61/140.5-
Particle Beam8Long3d63/184Radiation
Developments to be expected at TL10-11:
- Railgun
- Plasma Gun


Point Defence Weapons
Point Defence Mounts can mount one of the following weapons. (The Trailing Frontier)
WeaponTLOptimum RangeDamageFleet CombatPowerCost (MCr.)Traits
Point Defence Laser9Short1d3-10.25-
Prototype Dual PD Laser9Short1d3-20.75-
Developments to be expected at TL10-11:
- Heavy PD Laser


Barbette Weapons
WeaponTLOptimum RangeDamageFleet CombatPowerTonnageCost (MCr.)Traits
Missile Barbette7See OrdnanceSee OrdnanceSee Ordnance054Shots (4)
Torpedo Barbette8See OrdnanceSee OrdnanceSee Ordnance253Shots (1)
Particle Barbette8Long4d64/31558Radiation
Prototype Beam Barbette9Medium2d62/324104.5-
Developments to be expected at TL10-11:
- Railgun
- Plasma Gun


Bay Weapons
Bay weapons can either be mounted directly into the hull as Casemates or in Capital Turrets. A Casemate mounted bay has reduced accuracy against small targets.
WeaponTLOptimum RangeDamageFleet CombatPowerTonnageCost (MCr.)Traits
Missile Bay6See OrdnanceSee OrdnanceSee Ordnance55012Shots (12)
Large Missile Bay6See OrdnanceSee OrdnanceSee Ordnance1010024Shots (24)
Torpedo Bay7See OrdnanceSee OrdnanceSee Ordnance2503Shots (3)
Large Torpedo Bay7See OrdnanceSee OrdnanceSee Ordnance41006Shots (6)
Mass Driver Bay8Short8d6-155040Orbital Bombardment
Large Mass Driver Bay8Short12d6-3010060Orbital Bombardment
Particle Beam Bay8Long6d66/10305020Radiation
Large Particle Beam Bay8Long9d69/206010040Radiation
Prototype Railgun Bay9Short3d63/102010045AP 10
Prototype Light Mass
Driver Cannon
9Medium1d6x1010/105010075AP4
Developments to be expected at TL10-11:
- Orbital Strike Bays
- Meson Bay


Spinal Mount Weapons
A ship of sufficient size may mount a spinal weapon. Any ship can only mount a single such weapon. A Spinal Mount is designed by selecting a type and then increasing the size by the base size repeatedly, increasing all other stats accordingly.
WeaponTLBase SizeRangeDamageFleet CombatPowerMax SizeCost (MCr.)Traits
Prototype Mass Driver95,000 tonsShort+4d6-+500100,000 tons+2,250AP 15, Orbital Bombardment
Prototype Railgun93,500 tonsMedium+4d6+4/1000+1,00021,000 tons+750AP 20
Developments to be expected at TL10-11:
- Particle Beam


Ordnance - Missiles
Each ton of missiles contains twelve missiles. All missiles are considered Smart weapons unless otherwise noted.
WeaponTLThrustDamageFleet CombatCost/Ton (MCr.)Traits
Standard6124d640.25-
Nuclear6121d6x10100.45Radiation
Ortillery761d6x10-0.3Orbital Strike
Shockwave712--0.2Anti-Sand
Multi-Warhead8122d6x330.75Penaid
Long-Range8153d630.5-
Fragmentation9153d630.2Anti-Squadron
Decoy9152d620.15Penaid
Developments to be expected at TL10-11:
- None


Ordnance - Torpedoes
Each torpedo is 2.5 Dtons.
WeaponTLThrustDamageFleet CombatCost/Torp (MCr.)Traits
Standard7108d680.15-
Nuclear8102d6x10200.225Radiation
Ortillery763d6x10-1Orbital Strike
Multi-Warhead8103d6x360.4Penaid
Bomb-Pumped9106d660.25Penaid
Ion910-150 (special)0.23EMP
Developments to be expected at TL10-11:
- None


Ordnance - Canisters
Each ton of sand-caster ammunition contains twenty missiles.
WeaponTLDamageFleet CombatCost/Ton (MCr.)Traits
Sand Canister7--0.025-
Chaff Canister8--0.03-2DM to targeting
Pebble Canister71-0.025-

Ordnance Time on Target
The following table displays the turn after firing on which a missile or torpedo will intercept its target depending on the range at which it is fired.
Ordnance ThrustShort Range
(<12,500km)
Medium Range
(<100,000km)
Long Range
(<250,000km)
Very Long Range
(<500,000km)
Distant Range
(>500,000km)
Thrust 61-2 turns3-5 turns6-8 turns9-11 turns12 turns+
Thrust 101-2 turns3-4 turns5-6 turns7-8 turns9 turns+
Thrust 12Immediate - 1 turn2-3 turns4-5 turns6-7 turns8 turns+
Thrust 15Immediate - 1 turn1-3 turns4-5 turns5-6 turns7 turns+
 
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Could we modify the Cruisers that are currently building to add more Missile Defense to them? Our potential enemies seems to be using lots of missiles, after all. How do our ships defend itself against missiles, with lasers/barbettes?

My unfamiliarity with the combat system is showing... Is there some good online resource available on the combat system? What counters what?
 
Could we modify the Cruisers that are currently building to add more Missile Defense to them? Our potential enemies seems to be using lots of missiles, after all. How do our ships defend itself against missiles, with lasers/barbettes?
Laser turrets. Pulse lasers and beam lasers are both effective at point defence against missiles, and remarkably so is sand! (missiles hitting grains of sand at very high speeds is bad)
 
Could we modify the Cruisers that are currently building to add more Missile Defense to them? Our potential enemies seems to be using lots of missiles, after all.
I don't think we can do that and remain within the weight limit. But! The Dynasts are offering us the use of their Yards. We could crank out some point-defense escorts, without jump-drives. This solves our current problem and allows us to devote Home shipyards to bigger projects.
 
I don't think we can do that and remain within the weight limit. But! The Dynasts are offering us the use of their Yards. We could crank out some point-defense escorts, without jump-drives. This solves our current problem and allows us to devote Home shipyards to bigger projects.
Funnily enough, a modified MVP from the interstellar warship competition would be perfect for this situation. Pretty much rip out the jump drive and boost the Maneuver engine so its not a 2, and we could crank out 4 at a time.

Edit;
Possibly also make it streamlined so it can interact with the planet as well.
 
Overall, the situation is much stabler than I suspected. Perhaps we ought to let the civil war simmer until we get the time to expand in other directions and later subsume S'taxu due to our sheer size?
This is my personal favoured course of action. We do a minimum amount of effort to keep the civilian government off our back, and get paid for it. Meanwhile, we focus on expanding ourselves and trading with Xyri, to the point where we can sweep in later and establish a new regime on S'Taxu that has long-term stability (i.e., not just holding on because they control the doomsday weapon) and is strongly favourable to us.

I'm also not thrilled with training their pilots and crews on our navy's stuff when we might need to fight them still, or for using their yards (which will likely be a standardization nightmare when it comes time to do maintenance on the vessels). Neither of those seem like useful things to me. I'd rather we just get financial compensation now, and if we're only going for that, we don't need to provide too much.

[X] Plan: Slow and Steady (Avoids Nuclear Armageddon):
-[X] Food Aid
-[X] Write-in: The stationing of 2 warships in S'Taxu, with RoE specifying they are to solely defend the spaceport and orbital infrastructure
-[X] Financial compensation.
 
I had a lot of fun dialing this one up! It felt really right for the character-a little bit of politicking to satisfy her own democratic sympathies, a little barely-restrained spite for the way the Council's taken the Dynast side, etc.

[X] OPLAN: Sub Rosa
-[X] Food Aid
-[X] Military Aid
-[X] Write-in: Offer, as a "neutral" third party, to take advantage of the current "Cold War" detente to hold ceasefire talks, with food and military aid as a "carrot" for all sides.
-[X] Access to the yards
-[X] Write-in: as much information as possible via the Dynasts' military and civilian intel networks on all factions in the system, a sort of "World Factbook" of the war that we can use to plan our next moves.
-[X] Write-in: assistance in contacting the Junta and the Democratic faction planetside for negotiations regarding the loss of the Heimdall; we need our men and women back.

In short, thanks to the difference of opinion between the Fleet and the Council regarding support for Home's democratic faction, we must play the hand we have been dealt as Daughters of our Homeworld. To the Multispectrum Warfare Office and its staff, that means we must grit our teeth and play along with a cabal of unelected nepotists in an attempt to gain a stable ally in the chaos of the S'taxu volume. Whether that ally remains to be the Monarchists, however, is up to us as a Fleet; we control the information channels returning to Home and therefore have significant influence in future negotiation. As such, this office firmly recommends to the Citizens' Council that we strike as neutral a posture as possible; with our support, the Dynasts are no longer the "sick man" of this war and can negotiate as equals with the other factions in the name of Reunification. With a unified S'taxu and access to its yards, the Fleet and Home will prosper, and so it is in our very best interests to create a space for neutral negotiation that will end this war and bring our missing spacers from the loss of the Heimdall home to their friends and families.
 
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I'm also not thrilled with training their pilots and crews on our navy's stuff when we might need to fight them still, or for using their yards (which will likely be a standardization nightmare when it comes time to do maintenance on the vessels). Neither of those seem like useful things to me. I'd rather we just get financial compensation now, and if we're only going for that, we don't need to provide too much.
Notice that we're already using all the pilots we've got access to, we could use access to new ones. This is the reason Plan Hard Bargain has pilots, but not other staff, because with relatively few pilots we could just make them an offer to make the transfers permament. As for shipyars, more hulls are always useful. We could direct them to build escorts or even civilian cargo ships and we will benefit.
Funnily enough, a modified MVP from the interstellar warship competition would be perfect for this situation. Pretty much rip out the jump drive and boost the Maneuver engine so its not a 2, and we could crank out 4 at a time.
Good idea.

EDIT: Remember that material or food aid is going to be limited. Even 500 tonnes is nothing when it comes to planetary needs.
EDIT: I'm including demanding Heimdall support to Plan Hard Bargain, because that's an excellent idea.
 
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[X] OPLAN: Sub Rosa
-[X] Food Aid
-[X] Military Aid
-[X] Write-in: Offer, as a "neutral" third party, to take advantage of the current "Cold War" detente to hold ceasefire talks, with food and military aid as a "carrot" for all sides.
-[X] Access to the yards
-[X] Write-in: as much information as possible via the Dynasts' military and civilian intel networks on all factions in the system, a sort of "World Factbook" of the war that we can use to plan our next moves.
-[X] Write-in: assistance in contacting the Junta and the Democratic faction planetside for negotiations regarding the loss of the Heimdall; we need our men and women back.

Honestly, the admiralty working to undermine a civilian policy they don't like seems incredibly in keeping with how these sorts of things go, so what the hell.
 
Honestly, the admiralty working to undermine a civilian policy they don't like seems incredibly in keeping with how these sorts of things go, so what the hell.
Eh, there're better ways to undermine government policies. Just present unreasonable conditions to the Dynasts, have them reject our offer and be forced to reluctant cooperation with the Junta. ;)
 
[X] OPLAN: Sub Rosa

Honestly, the admiralty working to undermine a civilian policy they don't like seems incredibly in keeping with how these sorts of things go, so what the hell.

Undermining civilian policy? Absolutely not! This is just the Fleet (remember, we're the Space Warfare Branch/Fleet, not a navy! Space isn't an ocean!!) looking out for the long-term interests of Home and its people. We have a duty to recover our lost spacers and any POWs seized by the Junta, and we don't need to violently insert ourselves into a civil war to do that. Once our attempts at negotiation on the ground make the situation clear to the Council, they'll doubtlessly understand that the Monarchists are an ideological threat to our meritocratic society. The last thing we need is our own oligarch class deciding that becoming "Von Tharbus, Duke of the Gold Wells" and turning his fellow-citizens into serfs is a good idea.
 
The Junta does have the wreckage of the Heimdall, and some of its surviving crew, who are probably as we speak being grilled for information on how to reverse-engineer the Jump drives.

So. Just in case we needed that extra bit of paranoia.
 
The Junta does have the wreckage of the Heimdall, and some of its surviving crew, who are probably as we speak being grilled for information on how to reverse-engineer the Jump drives.

So. Just in case we needed that extra bit of paranoia.

Depends on if the crew had time to execute Nightingale-even at full evasive burn, there's still time to smash instruments and purge records. Remember, the Scout crews are authorized lethal force to prevent leaks of Home's location and Jump tech both.
 
It seems pretty apparent that the government has bet on the wrong horse here given they chose the one polity that is least likely to unite with us beyond formal alliances as well as the only one that seems to be fanning the embers of the cold war as far we know with the current information.
 
It seems pretty apparent that the government has bet on the wrong horse here given they chose the one polity that is least likely to unite with us beyond formal alliances as well as the only one that seems to be fanning the embers of the cold war as far we know with the current information.

I should quantify; I don't think we want a unification with any system that doesn't involve some broader EU-style confederation. We're not out here to conquer.
 
[X] OPLAN: Sub Rosa (without miliary aid)
-[X] Food Aid
-[X] Write-in: Offer, as a "neutral" third party, to take advantage of the current "Cold War" detente to hold ceasefire talks, with food and military aid as a "carrot" for all sides.
-[X] Access to the yards
-[X] Write-in: as much information as possible via the Dynasts' military and civilian intel networks on all factions in the system, a sort of "World Factbook" of the war that we can use to plan our next moves.
-[X] Write-in: assistance in contacting the Junta and the Democratic faction planetside for negotiations regarding the loss of the Heimdall; we need our men and women back.

I like it but I don't like the idea of directly giving any more military aid to the Monarchy until we have much more information about the situation in the system. What we already gave them was fine enough for the courtesy they've shown us.
 
I like it but I don't like the idea of directly giving any more military aid to the Monarchy until we have much more information about the situation in the system. What we already gave them was fine enough for the courtesy they've shown us.

That might be a little too much open rebellion against the Council though. We need at least a fig leaf of following orders. Since we don't have a "PC" as such the QM can't exactly fire the players, but I suspect we would be punished by having our budget cut and more decisions taken out of our hands.
 
That might be a little too much open rebellion against the Council though. We need at least a fig leaf of following orders. Since we don't have a "PC" as such the QM can't exactly fire the players, but I suspect we would be punished by having our budget cut and more decisions taken out of our hands.
This is the fig leaf, we're offering humanitarian aid, getting our own dues in shipyard access, information and naval experience while also trying to broker good relations with every faction after our previous action of trying to force the council into declaring war on the Junta with little knowledge other than "We stumbled into an active warzone and paid for it so lets shoot first ask questions maybe" would make this look extremely moderate and safe by comparison.

If the council wants to play ball with us I say let's play ball, we're at the best position we can be in to negotiate greater authority given we have an unknown on one side of us and a partial unknown possessing similar capabilities, future jump drive potential and a greater military experience than ours. It's foolish to let the council try and force us to pick sides before we even know how the war started. I mean for Home's sake these could be some kind of sick tyrannical monarchy built on blood and oppression.
 
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