Hi folks,
I'm currently playing with ideas for a long range scout ship, designed specifically to forge deep into the stars to follow up a lead that might lead to first contact with a race about which *very* little is known. I'm using CT rules (with a few smudges here and there) but am happy to juggle designs from other versions of Traveller.
I'm looking at two different design principles; smallest hull possible so that multiples can be built to scout, and largest hull possible to make the most of self-sufficiency and give it decent weaponry in case it receives an unfriendly reception. Even at first glance it's obvious that a 100 ton hull isn't big enough to hold it all, so I'm looking at the 200-400 range, possibly 600.
Are there any existing designs out there that roughly fit the following criteria? It's always interesting to see what other GMs/players have come up with.
Drive/power-plant Q maximum (max permitted for TL-13).
Jump-6 ideally, jump-5 acceptable for a 600 tonner.
Manoeuvre rating - not of vital importance, although 2G would be preferable to 1G.
High fuel load.
Low-ish cargo space - but enough to carry plenty of consumables for the crew.
As small a crew as possible, to keep the need to carry supplies to a minimum.
Streamlined hull so it can refuel at gas giants.
Turrets, in case the first contact goes bad. (Humans are so paranoid aren't they?)
Low berths or emergency low berths in case of trouble.
20-ton launch if space permits (possibly fitting the low berths in the launch as a life-boat, not sure yet).
I'm still juggling ideas for this, but if someone has already invented the wheel, so much the better. Also, comments are invited as to the merits of the different design principles.
Cheers,
A
I'm currently playing with ideas for a long range scout ship, designed specifically to forge deep into the stars to follow up a lead that might lead to first contact with a race about which *very* little is known. I'm using CT rules (with a few smudges here and there) but am happy to juggle designs from other versions of Traveller.
I'm looking at two different design principles; smallest hull possible so that multiples can be built to scout, and largest hull possible to make the most of self-sufficiency and give it decent weaponry in case it receives an unfriendly reception. Even at first glance it's obvious that a 100 ton hull isn't big enough to hold it all, so I'm looking at the 200-400 range, possibly 600.
Are there any existing designs out there that roughly fit the following criteria? It's always interesting to see what other GMs/players have come up with.
Drive/power-plant Q maximum (max permitted for TL-13).
Jump-6 ideally, jump-5 acceptable for a 600 tonner.
Manoeuvre rating - not of vital importance, although 2G would be preferable to 1G.
High fuel load.
Low-ish cargo space - but enough to carry plenty of consumables for the crew.
As small a crew as possible, to keep the need to carry supplies to a minimum.
Streamlined hull so it can refuel at gas giants.
Turrets, in case the first contact goes bad. (Humans are so paranoid aren't they?)
Low berths or emergency low berths in case of trouble.
20-ton launch if space permits (possibly fitting the low berths in the launch as a life-boat, not sure yet).
I'm still juggling ideas for this, but if someone has already invented the wheel, so much the better. Also, comments are invited as to the merits of the different design principles.
Cheers,
A