User Tools

Site Tools


Sidebar

traveller:goldenage:starships:stormhaven:hurricane

Hurricane Class Destroyer

The older Hurricane class destroyer was once the primary warship of the Republic, but is gradually being replaced by the newer, but slightly smaller, Typhoon Class Destroyer. It was originally designed to defend against incursions from the I'Sred*Ni Protectorate, so has considerable anti-missile defences and heavy armour to protect against missile hits.

It was always a general purpose design though, and ships of the class are often put into rolls they're not entirely suited for, because they have been designed to theoretically have some capabilities in those areas.

Though it is only capable of J-2, it carries 4 parsecs worth of fuel, enabling two jumps without refuelling. This was needed to be able to get around the sparser systems of The Beyond, but also allows it to jump into a system to perform a strike action, and then quickly withdraw back out.

4,000t TL 11 design

MASS 4,000 HULL 1,760 Armour 10
Thrust 4 Jump 2 Power 3,500
Critical Threshold 17 (ignores turrets and barbettes)
1584, 1408, 1232, 1056, 880, 704, 528, 352, 176
TL 11 Hurricane Class Destroyer TONs Power MCr
Hull 4,000 tons, Close Structure - 800 180
Radiation Shielding - - 100
Stealth - - 400
Armour Crystaliron, 10 500 - 90
M-Drive Thrust 4 160 1,600 320
J-Drive Jump 2 205 800 307
Power Plant TL 8 Fusion (Size -30%) 175 -2,500
Emergency Power (Size -30%) 70 -1,000
Jump Fuel 4 Parsecs 1,600 - -
8 weeks Operation 50 - -
Fuel Scoop - - -
Fuel Processors TL11 (30/t) 55 110
Bridge Main bridge 60 - 20
Sensor Station x 4 8 - 1
Computers Core/60/fib - - 113
Jump Control/2 - - -
Advanced Fire Control/1 [15] - - 12
Electronic Warfare/1 [10] - - 15
Point Defence/1 [12] - - 8
Virtual Gunner/0 [5] - - 1
Launch Solution/2 [10] - - 12
Virtual Gunner/0 [5] - - 1
Sensors Military (Jammers, Lidar, Radar) 2 2 4
Weapons 4 x Medium Particle Bays 400 180
4 x Small Missile Bays 200 -
20 x Triple Pulse Turrets, LR 20 100 80
4 x Triple Sandcaster Turrets 4 - 7
Point Defence II x 2 40 1
Staterooms 12 x Standard 48 -
60 x Double rooms 240 - 90
12 x Cold Berth 6 1 0.6
Common areas 50 - -
8 x Barracks 16 -
2 x Brig 8 - 0.5
Systems 2 x Docking Bays (Launch, 20t) 44 -
Medical Bay 4 1 2
4 x Workshop 24 - 0.6
Briefing Room 4 - 0.5
Armoury (10 marines) 2 - 0.5
Cargo 5 - -

Crew and Operations

Minimum Required Crew

  • Captain
  • Pilot x 3
  • Astrogator
  • Engineer x 18
  • Maintenance x 8
  • Medic x 1
  • Gunner x 72
  • Administrator x 4
  • Officer x 10
  • Marines x 8

Typical Skills

Typical CEI: 7-8

  • Tactics (Naval) +3
  • Pilot +2
  • Astrogation +3
  • Gunnery +2
  • Engineering +2
  • Electronics +3

Republic crews tend to be highly trained in Electronics warfare.

System Checks

Electronics Warfare

Military Grade Sensors
Software: Electronics Warfare +1

Detection: 2d6+4
Electronics Warfare: 2d6+5 (4 operators)

Stealth, -1 DM to enemy checks to detect or lock onto ship.

Triple Pulse Turrets

20 x Triple Pulse Turrets (+2 attack), Long Range
Gunner (Turret) +2, with DEX +1
Software: Advanced Fire Control +1

Attack: 2d6+6
Range: Very Long (50,000km)
Damage: 2d6+4
Point Defence: 2d6+6

Medium Particle Bays

4 x Medium Bays
Gunner (Bay) +2, with DEX +1
Software: Advanced Fire Control +1

Attack: 2d6+4
Range: Very Long (50,000km)
Damage: 8d6 + Radiation

Small Missile Bays

4 x Small Missile Bays (Standard)
Software: Launch Solution/2

Attack: 2d6 + 2 + (Number of Missiles) + (Smart TL 11)
Damage: 6d6

Sandcasters

4 x Triple Sandcaster Turrets

Disperse Sand: 2d6 + 3
Armour Bonus: 1d6 + 2 + (Effect) (uses 3 canisters)

Weapon System Triple Pulse Turrets x20 Medium Particle Bays x4 Small Missile Bays x4
Attack 2d6 + 6 2d6 + 4 2d6 + 2 + Smart
Range Very Long Very Long Distant
Damage 2d6 + 4 8d6 + Radiation 6d6
traveller/goldenage/starships/stormhaven/hurricane.txt · Last modified: 2021/10/10 14:28 by sam