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Can't remember...

Spinward Scout

SOC-14 5K
Baron
Hi Everybody!

I seem to remember that the Scout/Courier requires a larger computer to have a triple pulse laser in the turret. Is this true or am I remembering wrong?

Thanks,

SS
 
This is what you'll find in The Traveller Book:

Scout/Courier (type S ) : Using a 100-ton hull, the
scoutlcourier is intended for exploration, survey, and
courier duties, with many in service throughout known
space. It mounts jump drive-A, maneuver drive-A, and
power plant-A, giving performance of jump-2 and 2-G
acceleration. Fuel tankage of 40 tons supports the power
plant and one jump-2. Adjacent to it' s bridge is a computer
Model/1 bis. There are four staterooms and no low berths.

The ship has one hardpoint and one ton allocated to fire
control. Installed on the hardpoint is one double turret, but
no weaponry is mounted. There is one ship's vehicle: an
airlraft. Cargo capacity is 3 tons. The hull is streamlined.

The scoutlcourier requires a crew of one: pilotlengineer.
The ship can carry three passengers (up to seven passengers
double occupancy) in non-commercial service only. The
ship costs MCr29.43 (including 10% discount for standard
designs) and takes 9 months to build.

Which is identical to what you'd find in LBB 2.

I could find no reference to needing a larger computer for this.

You might be referencing details from a Traveller edition after Classic Traveller, however. I wouldn't know about that.
 
It needs the 1/bis to attain Jump-2, and that allows it to multi-task somewhat (by old Book 2 rules). To really multi-task (flee under drive, shooting down incoming missiles, calculating and executing a jump) needs a Mod 2 or 2/bis.
 
Right, one could increase the computer power for more flexibility.

But that's always the case.

I couldn't find anything about installing triple turrets in the hardpoint that would, in and of itself, require increased computing power.
 
Right, one could increase the computer power for more flexibility.

But that's always the case.

I couldn't find anything about installing triple turrets in the hardpoint that would, in and of itself, require increased computing power.

If you have a mixed turret - missiles need Launch, while Target is required for lasers... Plus Maneuver/Evade 2... that's all 4 points of the 1/bis. Anti-missile fire also requires a 2-slot allocation...

To use the Type S hull as an effective combat sled...
ProgramSpaces
Maneuver/Evade 22
Target1
Predict 31
Double Fire4
ECM3
Return Fire1
Antimissile2
Jump 22
Navigation1
Generate2
Total18 (13 active)
[tc=2][/tc]

You need a model 6. To jump, you load generate by dropping the double-fire, then swap for the jump program. A model five can handle it, but not as well.

But let's talk it's tonnage...
Bk2 version
20 bridge
16 SR x 4
10 JD A=2
01 PP A=4
04 MD A=4
01 Turret and FC
01 Model 1/bis
04 Air/Raft
40 Fuel
03 Cargo.

Fitting the Model 5 or 6 means losing a stateroom. And the lower gallery.

The Bk5 version, a bit more expensive, but...
20 Bridge
03 JD 2 (TL 11)
05 MD 2
09 PP 2 (TL 11)
04 MD A=4
01 Turret and FC
01 Model 1/bis
04 Air/Raft
22 Fuel
34 Cargo.

Swapping out for a better computer and higher TL PP can save even more... as it can (at TL 13) drop to 6Td of PP, and at TL 15, to 3 Td of PP.
And it's got enough cargo to swap for a model 7 to model 9 as desired.
 
Hi Everybody!

I seem to remember that the Scout/Courier requires a larger computer to have a triple pulse laser in the turret. Is this true or am I remembering wrong?

Thanks,

SS

Have you ever been involved in MT?

I have not run the numbers, but it's the only version I know where a triple laser turret could need a bigger computer than a double one, if it ran out of CP capacity...
 
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Could it be that it needs a bigger power plant for the triple pulse laser? I seem to remember that it has to have something extra for that type of turret.

Thanks Everybody!
 
But that's not a requirement if I'm not using High Guard?

If you are just using Book 2, there is no requirement. A power plant of any rating can handle any number of lasers.

The only thing that prevents the Book 2 scout from having three lasers is the fact it only mounts a double turret - you would have to install a triple turret first.
 
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[whoops -- cross-posted response!]
But that's not a requirement if I'm not using High Guard?

True.

There are no Energy Points in Basic Traveller. Power Plants in a Book 2/The Traveller Book provide energy for movement and life support per the rules. All other uses of energy (beam weapons, for example) are assumed to be supported by the Power Plant. But there are no rules/mechanics to apply in this regard.
 
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