• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

J-3 M-1 X-boat variant question.

Messing around with X-boats at the moment. Traders and Gunboats mentions how one considered variant gave Maneuver 1 at the cost of reducing jump capacity to 3, but they were never put into production. Now I figure that they must have made a few as test models and so have been working around one of these.

Looking at the plans as in T&G (top, bottom, left, right as the plans are oriented)-

Bridge Deck- The Model 4 computer is removed, the space around the bridge now holds an avionics bay, a Model 2bis computer and 1 ton of fire control with a gunnery position.

Quarters Deck- The quarters are reduced to half size by moving the wall between them and the living area down one square. Doors move closer to the centre line. The area opened up next to the iris hatch becomes a fresher.

Three squares from the left side of the living area put a wall in with a hatch, the space created becomes hangarage for an air raft. I know this looks big, but it's no larger than the one in the Scout Ship and I want to put the Safari Ship type of air raft in, configured for two passengers and two tons of cargo.

The data bank room is stripped out, an embayment one square deep and two squares wide is created at the top of the plan to hold part of the turret mechanism, the two rooms thus created on either side (separated by a door) are, on the left, a hold for two low berths and, on the right, a hold for a ton or so of cargo.

Add a fuel scoop (opposide the turret) and a set of three spindly folding landing legs (for setting down on atmosphere 0 or 1 worlds) and we're almost done.

Now, we have 40 tons of fuel, this could be retained and give the capacity for a single jump 1 immediately after the jump 3 (though leave the tanks empty), but what I'm doing is reducing that to 35 and carving out a 5 ton cargo hold among the fuel tanks under the Quarters Deck, with a hatch under the main airlocks and accessible via the vertical shaft that runs through the ship.

Here's the question-

What I was unsure about was that odd combination power/jump/maneuver drive setup the X-boat uses. Moreso for the variant. So I'm provisionally leaving space for a small secondary power plant (3 tons) on the cargo deck for powering turrets, etc. If I don't need it I can either remove it or just have it as a small ships stores room (or a TL 15 fuel refiner). This still leave me with 2 tons of spare fuel, one for the maneuver drive, and one for the secondary power plant for four weeks operation.

What does everyone else think?

So there we have it, a natty little jump-3 ship, bit slow and cramped, but armed and with an air raft. Crew of 2, a pilot and an engineer/gunner, can take 5 tons cargo and two passengers in low berths. I was going to use it as either a Noble's runaround or as a mail ship for a small but more scattered than usual group of allied worlds. It has a tender of sorts at its home world that acts as a maintenance base, sorting office and refuelling stop, a converted 400 ton lab ship with the central spoke dock adjusted to accommodate an X-boat (the cutter now docks on the outer rim of the hull to adjacent to the docking spoke, the ship is no longer intended to spin). The lab has been replaced with additional fuel tankage, fuel refinery, cargo holds and workshops. The world hopes that it will soon be connected to the X-boat network and, unable to afford a proper jump tender has used this old lab ship. In the meantime it serves as a base for the J-3 mail boat.
 
Last edited:
Sounds cute.

You probably don't need a backup power plant -- there should be plenty of power for a turret.

Similarly the extra fuel; this is probably just a jump-3 ship, rather than a jump-3+1.

Of course, using High Guard you might be able to design a jump-4 model which still has enough space left over for a power plant and maneuver-1.
 
Of course, using High Guard you might be able to design a jump-4 model which still has enough space left over for a power plant and maneuver-1.
Those maneuver- (and power plant-) less X-boats are one of those features of the Traveller corpus that only "works" if everybody studiously refrain from examining them. I admit that they're evocative, and on some days I think they're nifty enough to be worth the strain; on other days I wish TPTB will just grab the nettle at the root and retcon it away. Put a maneuver drive in the damn things and let them fly over to the X-boat tenders under their own power.


Hans
 
Messing around with X-boats at the moment. Traders and Gunboats mentions how one considered variant gave Maneuver 1 at the cost of reducing jump capacity to 3, but they were never put into production. Now I figure that they must have made a few as test models and so have been working around one of these.
Any such test model would be almost 500 years old, built and tested just after the Civil War. If any are still around, I think they'll be in museums.

Deck plans would still be useful, though. There are probably plenty of subsector-wide and sector-wide organizations that could use a few jump-3 couriers, so I think something like that would be available on the open market.

I'd go with the 30T fuel tanks. There's no need for the extra five dT. (Especially since I don't believe in the HG power plant consumption figures (much less Book 2)).


Hans
 
Deckplans would be nice, along with some text describing a mission for them, plus possibly some history and/or design philosophy. I'm assuming that exterior renders would be no different than a stock X-boat, or the Hop-To-It that was featured a while back.

Send the bundle, along with your real name for credit, to submissions@freelancetraveller.com - I have a place for it.
 
Put a maneuver drive in the damn things and let them fly over to the X-boat tenders under their own power.

Or make an automated maneuver drive 'collar' that finds and docks with the X-Boat, then takes it to an X-Boat Tender eliminating the need for the Tender to seek out the X-Boat. The Tender could then stay at a stable orbit around a gas giant or something to have fuel ready. I think someone here on the forum made a CGI render similar to that.
 
Thanks for the input. With the above in mind I can actually keep the crew cabins unmodified and put a 4 ton vehicle hangar together with that 5 ton cargo bay on the deck below the quarters deck. Leaves me with 31 tons of fuel (gotta have some for the M-drive). The full size cabins gives the option of double occupation for one (or both) and the large living space makes it much more suitable for a noble character. T&G has it that the X-boat variant with the solar sail is still in use out in the fringes and we're never told when the J-3 version was tested, so there could still be one or two in working order. In any case the specs must be in the Imperial database somewhere, perhaps a noble with cash to burn came across them and it amused him to have one constructed. Good origin story for the ship in fact. I shall begin preparing details.
 
Last edited:
Leaves me with 31 tons of fuel (gotta have some for the M-drive).
Assuming that HG more closely reflect "reality" than 1st Ed Book 2 and that the grandfathering rule in HG is pure applesauce (ah, that is, a game artifact to allow gamers to use deck plans of incorrect Book 2 designs), you're going to need a factor 3 power plant to service the jump-3 drive. And if HG's power plant fuel consumption rules are accurate (which I doubt, but YMMV) you're going to need 3T of power plant fuel.

T&G has it that the X-boat variant with the solar sail is still in use out in the fringes and we're never told when the J-3 version was tested, so there could still be one or two in working order.
When would they have been built and tested if not back when the X-boat network was still in the planning stage, back before they decided to use one model for all distances, including 3-parsec links?

In any case the specs must be in the Imperial database somewhere, perhaps a noble with cash to burn came across them and it amused him to have one constructed. Good origin story for the ship in fact. I shall begin preparing details.
Jump-3 couriers are presumably regularily used by any organization other than the Scouts wanting to set up a communications link between worlds three parsecs apart. There must be scores of different designs in active use. No need to use priceless antiques for it.


Hans
 
Assuming that HG more closely reflect "reality" than 1st Ed Book 2 and that the grandfathering rule in HG is pure applesauce (ah, that is, a game artifact to allow gamers to use deck plans of incorrect Book 2 designs), you're going to need a factor 3 power plant to service the jump-3 drive. And if HG's power plant fuel consumption rules are accurate (which I doubt, but YMMV) you're going to need 3T of power plant fuel.

If the power plant was running at full, yes, but it's only powering a M-1 drive so I'm assuming it ramps down after a jump to 1/3 power (assuming power plants can do that). And 1 ton of fuel would still last it ten days or so at full power (think that's right, the fuel consumption was for four weeks of operation IIRC, not got access to the rulebooks at the mo). Actually the capacity to go up to higher power levels in an emergency would be very useful, put it towards the ship's agility rating. Makes up a little for its slow speed.

Fair comment about the original ships being priceless antiques, but I can still go with a noble modding a standard boat hull he picks up somewhere, then it being sold on when the noble has no use for it any more.

Additional

Hmmm- Might need that 3 tons of fuel after all looking at the rules, power plant runs at level 3 in jump space anyway, thought that useage was covered in the fuel required for jump. Hey ho. Keep the original design with the small staterooms (looks better actually and that safari ship-style covered air-raft fits better on the Quarters deck), make a small store (or low berth) room adjacent to the cargo hold where the access tunnel runs (don't have to have it going directly into the cargo bay now).
 
Last edited:
Or make an automated maneuver drive 'collar' that finds and docks with the X-Boat, then takes it to an X-Boat Tender eliminating the need for the Tender to seek out the X-Boat. The Tender could then stay at a stable orbit around a gas giant or something to have fuel ready. I think someone here on the forum made a CGI render similar to that.
Are you perhaps thinking of Donovan Lambertus's Vagrant-class X-Boat Service Hull, from Freelance Traveller's January 2011 issue?
 
Back
Top