Not Really a Yacht, But It Kinda Fits Here
200Td Encapsulated-Collector Yacht
The
Secret Wind is a 200Td cutting-edge Collector-powered luxury transport for 8 passengers, one of whom is provided a two-stateroom suite. It is capable of Jump-3 and 1G, and streamlined for atmospheric operation, fuel skimming, and landing. Armament is one triple turret (MLS) It carries a 20Td 6G Gig and an Improved Air/Raft. Five tons of cargo space is available. The crew of 7 is comprised of the pilot, navigator, medic, steward, two engineers and one gunner -- each in a standard stateroom. 10Td fuel supports 4 weeks of operation. It is TL 15 and costs MCr108.365.
The collector is protected from acceleration, gravity, and atmosphere by enclosure in a sealed bay when retracted. It keeps the canopy safely in hard vacuum and 0G with full inertial compensation. (Bay specs follow):
Standard operating procedure is to retain 1 parsec of jump range on arrival, should a hasty departure be called for.
If that is not possible, the ship will arrive in the outer system to hinder detection, briefly accelerate toward the mainworld, then coast and deploy the Collector Canopy. 3.5 days of operation will provide Jump-1 worth of energy. After charging for a Jump-1, the ship will stow the Collector Canopy and decelerate to a stop at the mainworld (or the 100D limit, depending on the threat conditions).
Visits to the world's surface are via the 20Td Gig.
Though the ship is streamlined, it almost never lands. It can and does skim gas giants for fuel; since the fuel is not used for Jump, refining is unnecessary. (See
Care and Feeding of Your Encapsulated Collector Canopy, below.)
The Gig can transport the Improved Air/Raft to planetary surfaces. Alternately, it can serve as a scoopship/tanker for the Yacht, collecting 5Td (2 weeks) fuel per sortie.
Encapsulated-Collector Yacht:20Td Gig, 6G (TL 15)
The
Suite Gig is a fast auxiliary craft for the Yacht
Secret Wind. It is capable of 6G acceleration, streamlined (needle configuration) and has a triple turret (MMS) and a Mod/2 (as Mod/1) computer. It has a starship stateroom and eight passenger seats, plus seats for the pilot and gunner. It holds 5.5 Td of cargo, which permits transporting the air/raft plus 1.5Td cargo, or filling the 5Td collapsible tank and carrying 0.5Td cargo. Its 4 week fuel supply is 1.2Td. It costs MCr16.6.
The small craft crew normally lives aboard during Jump transit. The stateroom's life support supports two personnel; the passenger seats can be stowed to provide living space equal to a second stateroom. In normal in-system operation, the stateroom is the owner's suite.
20Td Gig:Care and Feeding of Your Encapsulated Collector Canopy:
Planetary landings present a great risk of canopy destruction. Do not attempt except under extraordinary circumstances.
The Collector Bay physically cannot be opened while the ship is in an atmosphere due to the pressure differential. The Collector canopy will be destroyed if the vacuum in the bay is broken or if the artificial gravity fails while the ship is subject to more than 0.1G acceleration (either from maneuver or being parked on a world with UWP size code 2+).
The artificial gravity system requires (house rule) 1EP/100Td of collector bay when the ship is grounded on a Size 2+ world. This power draw includes operation of vacuum pumps.
The bay door seals will fail rapidly if exposed to corrosive or insidious atmospheres (or equivalent chemicals) as per Vacc Suit failure rules.
The canopy will charge its accumulator with 10% capacity per day, or enough for a Jump-1 in three and a half days including time to deploy and stow.
(House Rule) The Collector provides power for basic ship systems while the ship is in jumpspace, though
only while it is in jumpspace. (This is because it replaces a power plant that would be producing EP=Jn*Td/100 through the entire Jump, based on fuel consumption rates.) In normal space, a different power source is necessary.
Unlike the Collector on ANNIC NOVA in Double Adventure 1, T5 (and MgT) Collectors can function normally without proximity to a star.
Ruleset Incompatibility:
LBB2: Jump Drive is too small. (In-universe explanation: it's a Size A Drive built with the same tweaks that make the TL 15 Size Z Drives so much better than they should be.)
Component Sources:
T5.1: Collector-3 and Jump Drive (TL Stage Effects applied to J-Drive C ).
LBB5: 20Td Gig (collapsible tank is from TCS)
LBB2, LBB5: Bridge, M-Drive, Power Plant, computer, staterooms.