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Lancer-Class Destroyer

design by Jon Goff

For a long time people have been saying that the Lancer and Fusilier designs from BR were impossible to build. Well, call me the miracle worker :) The only problem with these ships as stands is that they are so massive that their fuel is gobbled up way too quick. A solution that I checked into that would work is to strap on 3250 DT worth of Drop Tanks. Cuts Jump down to 1, but the G's aren't affected, as the fuel dilates the mass back down to below the 15.5x limit. This makes is so there is actually extra power (enough to have EMM and a FPP in the fuel tanks, and to overpower all the energy weapons to -2 DM), and increases fuel to nearly 100 G-turns on the Fusilier, and 75 on the Lancer.

Basically, an Aurora class clipper would carry the prefabricated drop tank, dissasembled, in some cargo bays (could carry enough for two warships), or a Ship out of the WTH could just carry two of them in its cargo bay. Then the ships assemble 1 jump out from their target (or if the ship is functioning as an SDB, it allready has them attached), the techs take a week to place the drop tanks on the ships, and then they jump into the enemy system. If there is a WTH trader, the drop tanks can be filled, and added in the enemy system in about an hour or two, as the ships drift toward the engagement zone.....

Barring that idea, you just have to really keep an eye on the fuel gauge. This is definitely a fleet ship (just like the PoT said it would be), and will need to be refueled after any battle....

Lancer-Class Destroyer

General Data

Displacement: 6250 tons Hull Armor: 500
Length: 162 meters Volume: 87,500 m3
Price: 6412.83 MCr Target Size: M
Configuration: Needle SL Tech Level: 12
Mass (Loaded/Unloaded): 137,373.35 tons / 133,807.45 tons

Engineering Data

Power Plant: 16.5 GW Fusion Power Plant, 1 year duration (139.452 MW power shortfall)
Jump Performance: 2
Jump Fuel: 13,125 m3
G-Rating: 2G HEPlaR (6800 MW/G), Contra-Grav Lifters (625 MW)
G-Turns: 21 (24 using all but a few weeks reactor fuel, 39 using all fuel with small powerplant reserve), 862.5 m3 fuel each
Maint: 3604


Computer: 3xTL-12 Fibre-optic computer (.8 MW ea.)
Commo: 1xMaser (Unlimited; 0.6 MW), 1xRadio (unlimited; 20 MW), 2xLaser (Unlimited; 0.3 MW)
Avionics: Imaging EMS, 160 km/h NOE
Sensors: 480,000km AEMS (16 hex; 50 MW)
240,000km PEMS Folding (8 hex; 0.35 MW), 2xLadar (6 hex; 5 MW ea.)
ECM/ECCM: 480,000km EMS Jammer (16 hex; 100 MW), EM Masking (87.5 MW)
Controls: Bridge with 57xBridge Workstations, Fire Control Bridge with 8xBridge Workstations, plus 192 other workstations


Offensive TL-12 10,000 Mj Meson Gun (Loc: Spinal; Arcs: 1; 1388.889MW; 57 Crew; Overpowered to -1DM)
10xTL-12 144 Mj Laser turret (Loc: 10,10,10,10,6,6,7,7,12,13; Arcs: All; 40 MW; No crew)
1xMissile Bay (Loc: 11; 50 ready missiles; No crew), total 50 ready missiles.
Defensive:10xSand Turret (Loc: 6,6,7,7,10,10,12,12,13,13; Arcs: All; TL-12; 1d10x5 Reduc/Hit; 30 Cann ea; 1 MW; 1 crew)
Master Fire Directors: 6xTL-12 Beam/Msl (4 Diff Mods; 10 hex; 5.15 MW; 1 crew), 2xTL-12 (4 Diff Mods; 6 hex; 2 MW; 1 crew)

10,000 MJ Meson Gun 6:50012:22424:11248:N/A
144 Mj Laser Turret4:1/10-308:1/10-3016:1/6-2032:1/3-10


Life Support: Extended (17.5 MW)
Grav Compensation: 3Gs (437.5 MW)
Crew: 386 (2xManeuver, 2xElectronics, 192xEngineer, 75xGunnery, 45xMaintenance, 6xFlight, 9xSteward, 53xCommand, 2xMedic)
Crew Accommodations: 97xLarge Stateroom (quadruple-occupied; .001 MW ea)
Passenger Accomadation: None
Other Facilities: Electronics Shop (0.6 MW), 2xMachine Shop (1 MW), Sickbay (.8MW)
Cargo: 0 m3 0 Large Cargo Hatches
Small Craft and Launch Facilities: 2x30-ton Docking Rings (rings accomodate 30-ton Streamlined Needles) each has its own Launch Port
Air Locks: 63


Total Fuel Tankage: 33700.6 m3 (2407.18 tons)
Fuel scoops (12.5% of ship surface), fills tanks in .77 hours
Fuel purification machinery (8.4 MW), 144.43 hours to refine 33700.6 m3.

No damage table yet, without a drop tank that mounts an FPP, this ship has VERY short legs. Also, The 8hex PEMS array takes up all remaining surface area. Ship usually doesn't run CG at the same time as everything else. If there aren't any damage control out and about, you can make up the power deficit by powering down G-Compensators in the Fuel tankage

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