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  Starship Design and Construction 
   
   Starships are designed and constructed for specific missions: naval, exploratory, 
  trade, research. The process of design and construction (Naval Architecture) 
  carries the architect through a series of steps which identify ship component 
  requirements and address them. 
   
   Ship design is a continuous feedback process: each step seems to mandate changes in what had been decided before. 
  Eventually, however, the ship design appears complete and can be finalized with a ship name. 
   
  ACS ADVENTURE CLASS SHIPS 
   Adventure Class ships are starships and spacecraft 
  suitable for use by groups of player characters. The ships are 
  large enough to carry profitable cargos but small enough that 
  the activities of the individual characters matter. 
   Tonnages. Adventure Class Ships are built using standard 
  hulls between 100 tons and 2400 ton displacement. 
   Ships smaller than 100 tons are Small Craft; ships larger 
  than 2400 tons are BCS Battle Class Ships. 
   Drag And Drop Components. The components for ACS 
  ships are standardized for selection from tables (as opposed 
  to created by formulas or percentages as in BCS ships). 
   
  THE NAVAL ARCHITECTURE PROCESS 
   Starships are designed based on a mission: the specific 
  need for the ship, whether it be commercial, military, 
  scientific, or recreational. 
   Designed in Tons. Ships are designed in Tons which then 
  easily translate into deck plan squares and into volumetric 
  cubes. 
   Costs in MegaCredits. Ship component costs are 
  expressed in MegaCredits, Design decisions with 
  considerably smaller costs (the fabrics for interior upholstery) 
  are ignored. 
   An Interactive Process. The design charts are an 
  interactive process: changing one parameter may require 
  other changes throughout the design. 
   The process also interacts with other systems within 
  Traveller: the combat system, the trade system, and various 
  environmental details may influence the system. 
   
  THE COMPONENTS OF A STARSHIP 
   A starship consists of a variety of components, each with 
  its own particular benefit and requirements. 
   The Hull. The starship hull is the container into which all 
  other components must be fitted. The hull has a size (in tons) 
  and is further defined by its Configuration (shape and 
  streamlining). 
   Drives. Every ship has a variety of drives providing power 
  and the ability to move both between planets and between 
  star systems. 
   Sensors. Each ship has a set of technological eyes and 
  ears for exploring systems and detecting other ships. 
   Weapons. Ships may be armed for their own protection 
  and to accomplish their missions. 
   Defenses. Ships may be equipped with a variety of 
  defensive capabilities. 
   Armor. Even unarmed ships may be equipped with armor 
  to protect them against attack, and against their environment. 
   Vehicles and Small Craft. It is inefficient for ships to travel 
  to every possible destination within a system; they carry 
  vehicles and small craft to carry crew on excursions and 
  expeditions. 
   Computers. Ships cannot fulfill all their functions if crew 
  were required to manage each set of controls constantly; 
  each ship is equipped with a set of computers to handle the 
  detail, tedium, and complexity of ship operation. 
   Software. The computers on a ship require software to 
  actually perform the required functions. 
   Quarters. The crew and passengers on a ship require 
  living and recreational accommodations. 
   Fittings. Miscellaneous details of ship operation must be 
  handled with various fittings to allow landing and improve 
  performance. 
   
  Describing A Ship 
   The goal of Naval Architecture is the creation of a starship 
  which can be described by: 
   The Quick Ship Profile QSP. A short coded description of 
  the mission and capabilities of the ship. The QSP may be 
  elaborated upon by the Crew Extension (detailed the various 
  crew members for the ship) and the Vehicle Extension 
  (detailing the vehicles and small craft carried by the ship). 
   The ShipSheet. A form showing the components of the 
  ship and which is used to record malfunctions or battle 
  damage. 
   The FillForm. A form used to record the components as 
  they are assigned to the ship. 
   
  DESIGNING A SHIP 
   The Design Charts 01 to 16 manage the Naval Architecture 
  Process. Begin with Chart 01 (and its Checklist) and proceed 
  through the process. 
   Ship Design Tech Levels. Ship design is based on 
  common Tech Levels across most of interstellar society; the 
  usual maximum is TL 15. 
   It is possible to encounter worlds with Tech Levels as high 
  as 21; encountering such a world is an opportunity to acquire 
  higher TL equipment. 
   
  
   
   
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  01 THE CHECKLIST 
   The Starship Design Checklist provides an overview of the 
  charts managing ship design. 
   
   Arv Dinsha is designing a Scout Ship. His decisions will 
  illuminate the design process as it proceeds. 
   
   
  02 THE FILLFORM 
   The Starship FillForm is the document which records the 
  details of every component as it is chosen. The goal is a 
  completed Fillform in which the total component tonnages fits 
  into the hull and the costs do not exceed the ship budget (if 
  any). 
   Ship Data. Information about the ship, including name, its 
  home port, and its mission may be deferred until the design is 
  complete. 
   Building Shipyard. Ships are built at Shipyards. The 
  capabilities of the shipyard constrain the design decisions for 
  ship construction. 
   The most important constraint is the shipyard Tech Level. 
  Components for the ship are available at or less than the 
  shipyard TL. 
   
  The FillForm Sections 
   The Fillform is divided into sections corresponding to each 
  of the Design Charts. They may be completed in any order, 
  but many of the sections depend on others, making the 
  design process highly interactive. 
   
   Arv Dinsha will have his ship built at the General Shipyard 
  at Regina A788899-C. The Tech Level of the ship will be C = 
  12. 
   
   
  03 STARSHIP MISSIONS 
   Select the intended mission for the starship. This selection 
  may be revisited based on the final results of the design. 
   
   Arv Dinsha has selected the mission for his ship as Type S 
  Scout/Courier. 
   
   
  04 THE HULL 
   The foundation of the starship is the hull. Select a hull of 
  appropriate tonnage and configuration. The challenge is to fit 
  all of the desired components into the selected hull. 
   Configuration. Select a Configuration. Configuration 
  determines many of the capabilities of the ship, including the 
  ability to enter atmosphere. 
   Jump Readiness. Determine whether the ship’s 
  interstellar drive uses a jump bubble or a jump grid. 
   Configuration and Jump Readiness both play roles in the 
  creation of the Hit Table later in this process. 
   
  The Bridge 
   Select the Bridge to install on the ship. The Bridge must be 
  large enough to hold the command crew, sensors, and Ship’s 
  Computer. 
   Half of the Bridge tonnage must remain empty (for crew 
  positions). The remaining half must be sufficient to hold a 
  one-ton console for each installed sensor, and to hold the 
  Ship’s Computer. 
   
   Arv Dinsha selects a 100-ton hull. He wants to be able to 
  enter atmospheres, but remain cost effective.  
   He selects Configuration-S Streamlined. 
   He selects Jump Readiness= Jump Bubble. This will 
  require that he place Drives at Hit Location 0. 
   He selects the minimum available Half Bridge B1. 
   
   Hull-A Config-S = MCr3 
   Half Bridge B1 = MCr1, 10 tons. 
   
   
  05 DRIVES AND POWER PLANTS 
   Starship Hulls are just immobile shells unless they have 
  proper drives.  
   Select an Interstellar (Jump ) Drive. 
   Select an Interplanetary (Maneuver) Drive. In light of 
  technology restrictions, a Gravitic Drive may be a better 
  choice. 
   Select a Power Plant. 
   
    
  Drive Potential 
   Each Drive and Power Plant interacts with the Hull to 
  process a Drive Potential Number which then dictates Drive 
  Performance. 
   The Drive Potential for the Power Plant must equal or 
  exceed the Drive Potential for the Jump Drive and for the 
  Maneuver Drive. 
   Tech Level Restrictions. Drives availability is governed by 
  Tech Level. 
   
   Arv Dinsha wants a high Jump capability. He reviews the 
  Drive Potential Table and selects Jump-B; it has Drive 
  Potential 4 (thus Jump-4) when installed in a Hull-A. The 
  Power Plant needs to be at least Drive Potential-4 so he 
  selects PPlant-B. Finally, he selects Maneuver-Drive-B. 
   But there’s a potential problem. He consults Drive TL Two, 
  which shows a PPlant-B in this hull is TL 11; an M-Drive is TL 
  9; and a J-Drive-B is TL 13.  
   He buys the Early Jump-B (one TL lower; QREBS 1 of 5; 
  double cost). He could have selected J-Drive-A, but he wants 
  the greater jump distance. 
   
   Jump Drive-B. MCr30. 15 tons. 
   Maneuver Drive-B. MCr6. 3 tons. 
   Power Plant-B. MCr 
   
   
  06 SENSORS 
   Select Sensors for the ship. 
   The number of available sensors is limited to the number of 
  sensor consoles on the Bridge. 
   One option is to select a standard pre-designed Sensor 
  Package.  
   
   Arv selects the Standard TL-12 Sensor Package. It 
  requires three sensor consoles on the Bridge, but no 
  additional tonnage. 
   
   A specific sensor can be designed. 
   
  
   
   
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   Arv wants a Densitometer. His ship is TL 12. He selects 
  Densitometer-10. The Stage Effects table shows he can 
  upgrade it to Improved or Advanced, and the World Sensor 
  Range Effects table shows he can increase its Range.  He 
  elects a bit of both: he increases Range from R=7 to R=8, 
  and he selects the Improved Model. He keeps it as a Surface 
  installation. His Densitometer is: 
   
   Imp Orbit Surf Densitomer-12 
   
  07 WEAPONS 
   Select the weapons for the ship. Since hulls have one 
  weapons Hardpoint per 100 tons, this 100-ton hull has one 
  Hardpoint and allows the installation of one weapon mount. 
    
   The options available for low tonnage hulls are few. Arv 
  selects the Advanced Triple Turret Y hybrid mounting one 
  each of L Beam Laser, S Sandcaster, and M Missile 
  Launcher. 
   
  08 DEFENSES 
   Select defenses for the ship. 
   
   Although Arv will install Armor, he elects not to install any 
  specific defenses (although the Sandcaster in his turret has 
  some defensive capability). 
   
  09 ARMOR 
   Install Armor on the ship. Designate the first layer of Armor 
  (which has no additional cost).  
   Armor can be installed in layers. Armor layers need not be 
  all the same type. 
   
   Arv analyzes the available options at Tech Level. He 
  selects the standard Charged-6 and installs two layers.  
   
  10 VEHICLES 
   Determine if the ship will carry any vehicles and how they 
  will be transported. 
   
   Arv wants to carry a 4-ton Grav Flyer. For convenience and 
  maximum flexibility, he installs 4 tons of cargo space to hold 
  it. 
   
  11 COMPUTER 
   Determine the size and model of the Ship’s Computer. 
   
   Arv analyzes the ship design to this point. Each Major 
  Component has a Local Computer (= J-Drive, M-Drive, P-
  Plant), as does the weaponry (= Turret) and three Sensors (= 
  Comm, Visor, Scanner). There are seven Local Model/2 
  computers distributed throughout the ship. For the Ship’s 
  Computer he selects another Model/2 and installs it in one of 
  the two empty consoles on the Bridge. 
   It’s a standard Imperial model with Architecture-4. 
   
  12 SOFTWARE 
   Select and install software for the ship. 
   Each Local and Ship’s Computer requires a System 
  process. 
   Each Local Computer requires an appropriate Component 
  Process.  
   Finally, Service Processes must be selected and installed. 
   
   Arv installs Console XP in each Computer. It’s cheap and 
  fulfills his basic needs. The Local Computers come with the 
  appropriate Component Processes; he leaves them as is. 
   He has seven Model/2 Local Computers, each with a 
  System process and a Component process and two free 
  cells. His Ship’s Computer has three free cells, for a total 17 
  free cells. 
   He selects a variety of Service Processes: Life Support, 
  Astrogation (he’ll need that!), Medical, Entertainment, 
  Maintenance, Damage Control, Accounting, Security, and 
  Library Data, for a total of seven Service Processes. Since 
  they won’t all fit into the Ship’s Computer, he distributes them 
  one to each Local Computer.  
   Each of the Local Computers will be sluggish. 
   
   Processes in a Computer may provide it with the ability to 
  resolve Tasks on its own. 
   
  13 QUARTERS 
   Determine the crew requirements for the ship and install 
  quarters for them. 
   
   Arv’s small ship requires a Pilot, and Astrogator, and an 
  Engineer. He anticipates carrying more people at times, so 
  he allocates tonnage for 8 people ((at 4 tons each = 32 tons). 
  He allocates half the tonnage as staterooms and half as 
  common areas. 
   
   
  14 FITTINGS 
   Allocate fittings for the ship. 
   
   Configuration-S provides Lifters and Landing legs 
  automatically. Arv makes no changes. 
   Arv selects Flotation Hull. 
   Arv intends to venture beyond the borders of civilization; he 
  selects Fuel Scoops and Fuel Purifier. 
   Arv notes the fuel tankage for the ship. 
   
  15 QUICK SHIP PROFILE 
   Create the Quick Ship Profile for basic identification of the 
  ship’s capabilities. 
   If the ship carries any vehicles, create a Vehicle Extension. 
   Create the Crew Extension to identify the required crew 
  members. 
   
   
  16 THE SHIPSHEET 
   Create the ShipSheet for this ship. The ShipSheet records 
  the location of the Major Components for use in combat or 
  malfunction situations. 
   
   
  
SOURCE: textdata/thevault/Traveller/09 - Traveller5/Traveller5/T5 Underlying PDFs/T5=5300 Starship Design.pdf