Here is my "Near Scout" class. It is based on the premise that drives can be built that get half the performance of the "A" drives. I call them "1/2 A" drives. Thus a 100 ton ship with "1/2 A" drives would get Jump-1 and 1-G. When the Near Scout is built as a refit of the Type-S scout, it is little better than a Type-J. If built new as a custom hull, they are somewhat better than a Type-J, but not a lot.
Near Scout, TL9, 100 tons
Hull: - tons, MCr2, Std 100 ton hull
Conf: - tons, MCr1, B2 streamlining
MD: 1 tons, MCr2, "1/2 A" drive
PP: 2 tons, MCr4, "1/2 A" drive
JD: 5 tons, MCr5, "1/2 A" drive
Fuel: 20 tons, MCr-, 10 for PP+10 for JD
Brid: 20 tons, MCr0.5
Comp: 1 tons, MCr2, Model/1
Stat: 16 tons, MCr2, 4 staterooms as conversion
HdPt: 0 tons, MCr0.1
Turr: 0 tons, MCr0.5
FC: 1 tons, MCr-
Crft: 4 tons, MCr0.6, Air/Raft
Excs: 23 tons, MCr2.9, max cost for S.R.s
Totl: 93 tons, MCr22.6
Near Scout (type N): Using a standard 100-ton hull, the near scout is intended for light merchant duty or long-term scouting of a nearby system. It mounts jmp drive "1/2 A", maneuver drive "1/2 A", and power plant "1/2 A", giving performance of jump-1 and 1-G acceleration. A 20-ton fuel tank provides fuel for the power pland and provides sufficient fuel for one jump-1. Adjacent to the bridge is a computer Model/1. There are four staterooms and no low berths. One double turret with its fire control is installed on the ship's hardpoint, but no weaponry is mounted. One air/raft is carried in a specially fitted hangar within the ship. Excess space amounts to 23 tons (which can be modified to meed the desires of the purchaser when ordered). There are an extra 7 tons available in the standard drive area that many enterprising captains will use for additional cargo if the cargo will fit through the standard iris valves. The hull is streamlined.
The near scout requires a crew of one, assuming the duties of pilot and engineer. The ship costs MCr22.6 and takes 9 months to build.