
Though maybe a leetle too big for my player characters to own or command, these will be showing up in the background as fairly important spacecraft, storywise in the next year's adventures.
Just quickie stats for player reference, the advanced numbers will remain in my Excel sheets for now.
The Agni was Neu Samara's first jump capable combat ship of any class larger than a 100 ton scout at the time. Agni class ships are named after sun or fire deities from Earth's distant past.
And yeah, that liner doesn't have many typical standard staterooms (50 at 4dtons), but packs new colonists into Small staterooms (350 at 2dtons). At full capacity, several of the larger staterooms have to be double occupancy, but there'll still be a plenty left over for officers and VIP's. Price of passage to Neu Samara's colonies was expensive, and initially subsidized on outbound trips. Inbound back to Neu Samara the price was set at Cr10,000 per jump, making most early voyages one way trips for Neu Samara's non-ship owning Travellers. Lotteries with generous permanent off-world land-grants were often used to entice early settlers.
Traveller Agrav thrusters (TL10 and lower) are only at full rating when within 10 diameters of a significant gravity source, hence the dual speed numbers for the Agni and the Lainera.
The Agni refit, and any Agni built beyond 2204, had fully integrated thruster systems that maintain 3G accel regardless of planetary proximity.
Though late to the game, the Forrester was Neu Samara's first rift freighter, able to bridge 3 parsec voids on a single tank of refined fuel, and were instrumental in maintaining the tenuous supply lines necessary to keep Neu Samara's nascent pocket empire growing.
Just quickie stats for player reference, the advanced numbers will remain in my Excel sheets for now.
The Agni was Neu Samara's first jump capable combat ship of any class larger than a 100 ton scout at the time. Agni class ships are named after sun or fire deities from Earth's distant past.
And yeah, that liner doesn't have many typical standard staterooms (50 at 4dtons), but packs new colonists into Small staterooms (350 at 2dtons). At full capacity, several of the larger staterooms have to be double occupancy, but there'll still be a plenty left over for officers and VIP's. Price of passage to Neu Samara's colonies was expensive, and initially subsidized on outbound trips. Inbound back to Neu Samara the price was set at Cr10,000 per jump, making most early voyages one way trips for Neu Samara's non-ship owning Travellers. Lotteries with generous permanent off-world land-grants were often used to entice early settlers.
Traveller Agrav thrusters (TL10 and lower) are only at full rating when within 10 diameters of a significant gravity source, hence the dual speed numbers for the Agni and the Lainera.
The Agni refit, and any Agni built beyond 2204, had fully integrated thruster systems that maintain 3G accel regardless of planetary proximity.
Though late to the game, the Forrester was Neu Samara's first rift freighter, able to bridge 3 parsec voids on a single tank of refined fuel, and were instrumental in maintaining the tenuous supply lines necessary to keep Neu Samara's nascent pocket empire growing.
Category All / All
Species Unspecified / Any
Size 800 x 1035px
File Size 191.9 kB
Thankies - Rough out - you mean the art, or the tech and background? Art's pretty much just sketchy until I get into photoshop and dink around with the line and oval tools a bit. Or dink around in Sketchup a bit. Or both.
Story just flows at random. Half my campaigns are loosely prepped in some areas, very detailed where I think the players will beeline or where I need more flavor. NPC's are merely collections of names and rough info, not even any stats - everything else is adlibbed.- The ship stats/capabilities are from the MegaTraveller vehicle construction system (late 80's). I made a spreadsheet in Excel to help build them realtively quickly (30 to 60 minutes, depending on how big the vehicle is, how complicated its function is, how many house rules I have to cobble together (for example - there's no rules in MegaTraveller for onboard factories, indefinite life support (full aquaculutre/hydroponics addendums to the Extended Life Support system), heavily automated systems (I can grab some of that and shoehorn it in from other Traveller rules systems if I need to), trophy rooms, dead-tree style libraries, firing ranges, swimming pools and the like, etc.)... and how badly I bork up guestimating what will fit in a given sized hull).
Story just flows at random. Half my campaigns are loosely prepped in some areas, very detailed where I think the players will beeline or where I need more flavor. NPC's are merely collections of names and rough info, not even any stats - everything else is adlibbed.- The ship stats/capabilities are from the MegaTraveller vehicle construction system (late 80's). I made a spreadsheet in Excel to help build them realtively quickly (30 to 60 minutes, depending on how big the vehicle is, how complicated its function is, how many house rules I have to cobble together (for example - there's no rules in MegaTraveller for onboard factories, indefinite life support (full aquaculutre/hydroponics addendums to the Extended Life Support system), heavily automated systems (I can grab some of that and shoehorn it in from other Traveller rules systems if I need to), trophy rooms, dead-tree style libraries, firing ranges, swimming pools and the like, etc.)... and how badly I bork up guestimating what will fit in a given sized hull).
Also, most of these ships were designed pen and paper RPG first, the system I use has a hull config - flattened sphere, cylinder, dispersed structure, etc ... plus whether its unstreamlined, streamlined and airframe. So I already, depending on whether it can grav down through an atmosphere, has a lifting body, or what-have you, I have a general shape to shoot for. The top three are all 'cylinder-streamlined' ... just barely streamlined - no super flat surfaces projecting forwards in otherwords. Less nurnies sticking out from the ship to create large amounts of drag, etc. The bottom one was a 'streamlined box' ... probably flies only a little better than a brick with a good tailwind, but hey, its A-grav - you don't want to be belting out supersonic speeds with it anyways. If its super-sleek/quasi organic and has wings, I'm probably going for airframe.
MegaTraveller limits unstreamlined to 300kph in 1g standard atmosphere, 1000kph for streamlined, and some arbitrarily high number for airframe - I've made fairly 'low tech' grav vehicles with the system that can break mach 3 after doing all the maths.
MegaTraveller limits unstreamlined to 300kph in 1g standard atmosphere, 1000kph for streamlined, and some arbitrarily high number for airframe - I've made fairly 'low tech' grav vehicles with the system that can break mach 3 after doing all the maths.
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