Worlds of Design: The Warship Trinity

For GMs creating a sci-fi fleet, establishing a circular relationship ensures that battles aren't decided by simply stacking one powerful unit.
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Picture courtesy of Pixabay.

The Universal Trinity of Vehicle Design​

When building a world—or in this case, a science-fiction setting that probably involves many worlds—you must first define what kinds of warships are available to the setting’s nations. The discussion can be applied to warships at most levels of technology, even before the existence of efficient guns.

Any discussion of warship design begins with the Trinity of military vehicle capabilities:
  1. Mobility: Includes straight-line speed, maneuverability (changing direction, acceleration, deceleration), and range (how far you can go without needing to resupply). (The great basketball coach John Wooden famously wanted a more mobile player than the opponent at each position; the same principle applies to vehicles.)
  2. Offense: Anything you can do to physically harm the enemy, whether it's ramming, fire (like "Greek Fire"), projectile weapons (rail guns), guided missiles, mines, blasters, or lasers.
  3. Defense/Survivability: Includes armor, defensive missiles, energy screens, and passive protections like anti-torpedo bulges. Maneuverability often functions as a kind of defense, as does stealth, exemplified by B2 bombers and F35 fighters.
There is generally an inherent trade-off: "Mobility, Offense, Defense (MOD)—you can have two out of three." You cannot pile guns, armor, and powerful engines into one hull indefinitely; the ship will simply get bigger, making defense and mobility more costly.

The Logic of Size and Cost​

This trade-off leads to a fundamental question of size: Don’t you want the smallest, cheapest ship that can do the job at hand? Light cruisers exist to perform jobs that don’t require a larger, armored heavy cruiser. Why pay more, and why "put all your eggs in one basket"? More ships are generally better than fewer for deployment flexibility. The only sound reason to build a super-gigantic ship is if that size somehow makes it immune to harm (size as a kind of defense in itself), or if the designer succumbs to the Rule of Cool ("10 mile long spaceships").

Note that external factors, such as the need to build many ships quickly during a war, can also dictate design—as seen in the rapid production of merchant vessels like the Liberty and Victory ships in World War II.

Defining Warship Functions​

Moving from generalized capabilities, we can determine what kinds of ships a navy needs by generalizing their intended functions.

Information Gathering and Protection​

Scouting: This calls for ships with long range (which requires extensive living quarters, fuel, and self-repair capabilities). Long-range scouts are not intended to fight; their speed is their defense. Short-range scouts for a fleet, however, are built to fight off the enemy's scouts, requiring less range but higher fighting capability.

Protecting Commerce: (Assuming interstellar trade is necessary, though advanced civilizations may be self-sufficient—a topic for another discussion.) Commerce protectors need the range of scouts but require greater fighting capability to defeat enemy raiders. Their strength must be sufficient to avoid damage that cannot be repaired by the crew on board.

Protecting Territories: This requires two types of ships:
  • Far-flung territories: Ships here often provide a warning and warning system against common threats (like pirates). They may be intended to flee to a stronger force rather than engage.
  • Major territories (The Core): Ships here are designed to defeat outright enemy invasion or attempts to destroy immobile assets.

Raiding and Battle Fleets​

  • Commerce Raiding: Historical raiders were usually medium-size to small ships on long cruises alone, with the objective of avoiding a fight while taking or destroying merchant ships. They need speed for the getaway and sufficient strength to brush aside small defending forces.
  • Raiding Enemy Territory: Requirements here are similar to commerce raiding, but demand more fighting capability to brush aside defending orbital forts or small warships. Speed is critical for the "smash and grab" and getaway.
  • The Main Battle Fleets: Fleet combat often involves a circular relationship where each ship class is countered by another, creating a strategic web. In WWI, for instance, destroyers were most dangerous to battleships, cruisers were most dangerous to destroyers, and battleships were most dangerous to cruisers. In a science-fiction setting, this circular relationship may be different—perhaps a more complex four-element relationship like "A beats B, beats C, beats D, beats A." This relationship is critical, as it ultimately determines the fundamental functions and needs of every warship type in the fleet.

The MOD Trade-Off​

Realistic fleet design requires applying the universal Mobility, Offense, Defense (MOD) trade-off to define a ship's specific function—from scouting to raiding—and then modeling fleet combat based on a predictable, circular "rock-paper-scissors" relationship between classes to ensure strategic depth.

Your Turn: If you run Sci-Fi games with space fleets, how do you define your ship classes?
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio
This is such a cool "retro future" take on design. I really prefer these WWII-era style starships that aren't the "we can make anything into a starship so let's make a tinkertoy assemblage that defies MOD altogether." Because of cinematic experiences, people really do recognize the underpinnings you're talking about and it's a valuable framework to utilize. You could still have space alien gods who defy these precepts and make tiny ships that have the power of dreadnoughts, but that's exploiting Clarke's Law in service of dichotomy.
 


Another important ship function is troop transport and landing. An orbital battleship might be able to blast a planet to bits(aka Star Wars Deathstar), but to capture a usable planet some type of ground force is needed. While the ship to ship combat in WWII Pacific got a lot of the headlines, the real fighting was on the islands after the landing ships unloaded troops. D-Day in Europe wouldn't have happened without landing ships. Landing ships are not glamorous, but essential.

Sometime a ship may be a ship of the line and also function as a troop transport. Star Wars Star Destroyer for example. But it is a trade off. All that troop housing space and hanger space is volume not containing power generators and weapon emitters.

Supply ships are also needed. A long range Task Force is rarely very far from a supply ship or two.
 

One way to make things be at least somewhat self-consistent might be to choose to emulate a particular era of naval combat. David Weber's Honor Harrington-verse started with a very Napoleonic vibe and moved up to World War II and beyond. Different classes of ships emerged, clearly modeled on real 19th Century ships but glossed with sci fi. Of course then you buy the problem of why an interstellar spacefaring society is using some of the fairly primitive tech that Weber sometimes busts with.
 

I posted this to mastodon the other day:

Space War:

"The Enemy is at 50 million kilometers!" A 1/3rd of an AU, around a close pass of Earth and Mars, while visible, it would be roughly NINE MONTHS to engage. Likely just watch, nothing would happen until either side closed range, even if 100% visible to each other.

Also in closing range, the size of the vessels would be irrelevant to being hit, as small or large: 100 tons, or 100,000 tons would be insignificant in the vastness of space. Only within a few hundred km might this change.

-------------
Vehicles/vessels will comform to their battlefield, and one tactic, used by various navies, is to be just so big as to immediately overwhelm the enemy; this way avoids battle.
 

Another category of warship that could be added to the list:

Border Patrol: A fast, lightly armed ship tasked with patrolling national space, intercepting smugglers, illegal commerce, enforcing embargoes and blockades, and dealing with other lightly armed threats. Such warships are cheap to make, need to be fast but do not require great range, and can count on quick crew rotations.
 

The MOD Trade-Off​

Realistic fleet design requires applying the universal Mobility, Offense, Defense (MOD) trade-off to define a ship's specific function—from scouting to raiding—and then modeling fleet combat based on a predictable, circular "rock-paper-scissors" relationship between classes to ensure strategic depth.
You might have inspired a future Modos module about warships:

Mobility,
Offense,
Defense,
Or
Size

Size is related to expense; you can have tiny versions of the others, but you'll need to shell out WAY more space-bucks for it. Heck, if you'll pay enough, they'll hear about it in the future, and send a salesperson back in time to take your order . . .
 

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