Yes, this breaks one of the biggest rules of the Traveller universe. This is based on a ship I designed in the mid-80's, with the idea of jump torpedoes fresh on my mind. I will note, however, that to prevent the abuse of very small ships having J-drives. the minimum size for a J-drive is 2 tons (a J-1 drive in a 100-ton ship under CT HG rules). So, a 10-ton craft can mount a J-drive -- but it will take up 20% of the space available. Anyway, this is for my IMTU pocket empires campaign.
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50-ton jump cutter
This light starship is used to transport small but important cargoes or 1-3 passengers. In some ways, it is a smaller, cheaper and slower alternative to the 200-ton fast courier. It is used by the Navy and Scouts and is sometimes handed out to a favored member of either service when retiring (under the same conditions as the 100-ton scout/courier). The jump cutter was designed with the same dimensions as the 50-ton modular cutter, allowing it to use the same small craft bays.
The jump cutter has maneuver drive-sE, jump drive-2 and power plant-sG, giving Jump-2 and 2G acceleration. 11.5 tons of fuel supports the power plant for 2 weeks and one Jump-2. A fuel processor is installed. A Model 2 computer and basic military electronics are located in the two-man control cabin. There are 3 staterooms. The ship has one hardpoint, with a double turret holding a beam laser and missile rack (12 missiles). A compact air/raft is carried for general duties. One airlock is provided. Cargo capacity is 4.5 tons and there is a 0.15 ton (2 m^3) ship's locker. The ship is streamlined and has armor 2.
Some users replace the missile rack with a sandcaster and the beam laser with a pulse laser. This saves MCr 0.75 and the missile magazine is converted to the sandcaster magazine. Very rarely, a jump cutter is armed with a missile rack and sandcaster, with the powerplant downgraded to sE. Only six missiles and ten sand cannisters are carried the magazine. Extra ammunition must be stored in the cargo hold or in the space freed up in engineering by the smaller fusion reactor. This saves MCr 2 and 0.9 tons.
Navy and Scout characters who receive a ship's boat or scout ship as a mustering out benefit may take a jump shuttle instead. The cutter, if armed, will be outfitted with missile rack and sandcaster.
Crew consists of a Pilot, engineer, and gunner. If additional crew or passengers are carried, double-bunking is required. The ship costs MCr 21.635 with compact air/raft.
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Compact air/raft
This is a smaller version of the standard open air/raft where a largo cargo capacity is not required.
Taking up 10 m^3 (1 ton), it has a crew of one (river), carries 3 passengers and has 0.32 tons of cargo space. The hull provides 6 points of armor. It uses a fusion power plant with 168 hours of fuel. Electronics include advanced compact sensors and a 50 km laser comm. Top speed is 105 kph. Cost is Cr 272,000 and loaded weight is 2050 kg.
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50-ton jump cutter
This light starship is used to transport small but important cargoes or 1-3 passengers. In some ways, it is a smaller, cheaper and slower alternative to the 200-ton fast courier. It is used by the Navy and Scouts and is sometimes handed out to a favored member of either service when retiring (under the same conditions as the 100-ton scout/courier). The jump cutter was designed with the same dimensions as the 50-ton modular cutter, allowing it to use the same small craft bays.
The jump cutter has maneuver drive-sE, jump drive-2 and power plant-sG, giving Jump-2 and 2G acceleration. 11.5 tons of fuel supports the power plant for 2 weeks and one Jump-2. A fuel processor is installed. A Model 2 computer and basic military electronics are located in the two-man control cabin. There are 3 staterooms. The ship has one hardpoint, with a double turret holding a beam laser and missile rack (12 missiles). A compact air/raft is carried for general duties. One airlock is provided. Cargo capacity is 4.5 tons and there is a 0.15 ton (2 m^3) ship's locker. The ship is streamlined and has armor 2.
Some users replace the missile rack with a sandcaster and the beam laser with a pulse laser. This saves MCr 0.75 and the missile magazine is converted to the sandcaster magazine. Very rarely, a jump cutter is armed with a missile rack and sandcaster, with the powerplant downgraded to sE. Only six missiles and ten sand cannisters are carried the magazine. Extra ammunition must be stored in the cargo hold or in the space freed up in engineering by the smaller fusion reactor. This saves MCr 2 and 0.9 tons.
Navy and Scout characters who receive a ship's boat or scout ship as a mustering out benefit may take a jump shuttle instead. The cutter, if armed, will be outfitted with missile rack and sandcaster.
Crew consists of a Pilot, engineer, and gunner. If additional crew or passengers are carried, double-bunking is required. The ship costs MCr 21.635 with compact air/raft.
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Compact air/raft
This is a smaller version of the standard open air/raft where a largo cargo capacity is not required.
Taking up 10 m^3 (1 ton), it has a crew of one (river), carries 3 passengers and has 0.32 tons of cargo space. The hull provides 6 points of armor. It uses a fusion power plant with 168 hours of fuel. Electronics include advanced compact sensors and a 50 km laser comm. Top speed is 105 kph. Cost is Cr 272,000 and loaded weight is 2050 kg.
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