Author Topic: Early craft  (Read 3233 times)

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Offline Skaran

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Early craft
« on: September 24, 2019, 11:28:05 PM »
Has anyone got any ideas on how to build ships of TL11 to 13. I am looking at pre-dreadnought and dreadnought era. I was primarily looking at Spacemaster Vehicles but have also been looking at Mongoose Traveller which has rules for the hulls but no appropriate weapons. Traveller New Era you can design the weapons but no rules for building the wet navy ships.
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Offline gog

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Re: Early craft
« Reply #1 on: September 25, 2019, 03:42:50 AM »
Might be worth having a look at Sea Law has a section on Designing & Constructing Ships (pages 59-63)

Offline Skaran

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Re: Early craft
« Reply #2 on: September 27, 2019, 05:06:21 AM »
I do have Sea Law it is fine for sailing ships with black powder cannon but there is nothing for later periods.
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Offline David Johansen

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Re: Early craft
« Reply #3 on: October 23, 2019, 08:46:22 PM »
I'd probably just look them up in a reference book and port the stats over rather than designing them.

Offline Ynglaur

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Re: Early craft
« Reply #4 on: October 29, 2019, 12:18:11 PM »
Armored Assault had rules for building planetary vehicles, including watercraft.

Offline Spectre771

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Re: Early craft
« Reply #5 on: November 01, 2019, 12:47:19 PM »
Not sure if this will help, but I received an e-mail from Drive Thru RPG today advertising DramaScape - Commercial Spaceship Floor plans.  It looks pretty good from the preview, maybe it will be of help.
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Offline Skaran

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Re: Early craft
« Reply #6 on: November 10, 2019, 01:51:06 AM »
Well I think the first thing I'll do is drop the TL limitation on armour. If the vehicle can carry it it can have it. Secondly looking at my old TNE gun designs for TL 4,5 & 6 there is not much difference between them other than some ammunition types and lower accuracy and for larger guns lower lethality so it should be possible to do this by adding to the TL difference disadvantage/advantages in High Guard.
And when one dreams dark dreams dark days shall follow