Type S5 Long Scout (199Td, J5/3G, HG'80 at TL-14)
This is the "more than a Jump-5 narrative device" version of the X5 (100Td, J5/1G at TL-15), which was basically a J5 XBoat with a maneuver drive and turret, that (if you wanted) could be disguised as a normal Type S.
(Almost) doubling the size and doing it in HG gets you a Jump-5 Scout Ship with most of the payload features of the Type S at TL-14. Bumping it to TL-15 gets you all of them and then some...
Long Scout (Type S5): Using a 199Td prolate spheroid hull, the Long Scout is intended for exploration, reconnaissance, and courier duties. It mounts custom drives capable of Jump-5, 3G maneuver, and 10EP power output (Pn-5). A 110-ton fuel tank provides fuel for the power plant and one Jump-5. A fuel refinery is carried, so the ship can use unrefined fuel with no difficulty. Adjacent to its bridge is a Model/5 computer. There are four staterooms and no low berths; it requires a pilot and gunner for crew. One triple turret is installed, with a beam laser, missile launcher, and sandcaster mounted. One air/raft is carried in a specially fitted hangar, and there is 1 ton left over for cargo. The hull is streamlined (Config: 6) The Type S5 costs MCr 153.078, or 137.7702 in serial production.
This is the Neon Pegasus class (named for the first hull completed). The original six ships in this class are named for the Group 18 elements: Helium through Oganesson (Helium Pegasus, Neon Pegasus, etc.).
I'll do a more complete write-up at some point. Basically, the TL-14 version was from when (IMTU) Collace/D268 was briefly TL-14 before reverting to TL-13. Ongoing maintenance is available from the starport at Glisten/Glisten or from Scout Base Collace (with some limitations). The TL-15 version is probably built at Glisten/Glisten or Rhylanor/Rhylanor.
[spoiler="More on this after we do the numbers..."]
[/spoiler]
I went with 3g instead of the IISS default 2g to use up some payload space, not because it's really necessary for the ship's mission. Reverting to 2g would free up 6Td (which could be useful) and MCr3 (which doesn't really matter at this price point). Other than that, it's just an overgrown Type S with J5/3G.
Add a turret and it's 200Td and thus needs a second gunner, an engineer, and a medic -- which means either two personnel need to share a room, or the air/raft needs to be replaced by another stateroom.
I started at 199Td to keep the crew size down (to match the Type S). With those drives it really ought to have a navigator and an engineer, but the rules say they're not necessary.
This is the "more than a Jump-5 narrative device" version of the X5 (100Td, J5/1G at TL-15), which was basically a J5 XBoat with a maneuver drive and turret, that (if you wanted) could be disguised as a normal Type S.
(Almost) doubling the size and doing it in HG gets you a Jump-5 Scout Ship with most of the payload features of the Type S at TL-14. Bumping it to TL-15 gets you all of them and then some...
Long Scout (Type S5): Using a 199Td prolate spheroid hull, the Long Scout is intended for exploration, reconnaissance, and courier duties. It mounts custom drives capable of Jump-5, 3G maneuver, and 10EP power output (Pn-5). A 110-ton fuel tank provides fuel for the power plant and one Jump-5. A fuel refinery is carried, so the ship can use unrefined fuel with no difficulty. Adjacent to its bridge is a Model/5 computer. There are four staterooms and no low berths; it requires a pilot and gunner for crew. One triple turret is installed, with a beam laser, missile launcher, and sandcaster mounted. One air/raft is carried in a specially fitted hangar, and there is 1 ton left over for cargo. The hull is streamlined (Config: 6) The Type S5 costs MCr 153.078, or 137.7702 in serial production.
This is the Neon Pegasus class (named for the first hull completed). The original six ships in this class are named for the Group 18 elements: Helium through Oganesson (Helium Pegasus, Neon Pegasus, etc.).
I'll do a more complete write-up at some point. Basically, the TL-14 version was from when (IMTU) Collace/D268 was briefly TL-14 before reverting to TL-13. Ongoing maintenance is available from the starport at Glisten/Glisten or from Scout Base Collace (with some limitations). The TL-15 version is probably built at Glisten/Glisten or Rhylanor/Rhylanor.
[spoiler="More on this after we do the numbers..."]
Tons | MCr | Item | Remarks |
---|---|---|---|
20 | 1 | Bridge | |
5 | 45 | Mod/5 Computer | |
12 | 48 | Jump Drive (J5) | All drives calc'd for 200Td |
10 | 30 | Power Plant (Pn5, TL-14) | |
16 | 8 | Maneuver Drive (3G) | |
110 | 0 | Fuel (J5,Pn5) | |
4 | 0.028 | Fuel Processor (TL-14) | |
16 | 2 | Staterooms (4) | Crew: P,G |
4 | 0.6 | Air/Raft | |
1 | 2.1 | 1 Turret MLS | |
1 | 0 | 1Td Cargo | |
Cost, single ship: | MCr 181.078 | Cost, in serial production: | MCr162.907 |
At TL-15, save 5Td & MCr15(PP) | ... and 1Td, but +Cr20k (fuel pro) | (I.e., Payload increases by 6Td) |
I went with 3g instead of the IISS default 2g to use up some payload space, not because it's really necessary for the ship's mission. Reverting to 2g would free up 6Td (which could be useful) and MCr3 (which doesn't really matter at this price point). Other than that, it's just an overgrown Type S with J5/3G.
Add a turret and it's 200Td and thus needs a second gunner, an engineer, and a medic -- which means either two personnel need to share a room, or the air/raft needs to be replaced by another stateroom.
I started at 199Td to keep the crew size down (to match the Type S). With those drives it really ought to have a navigator and an engineer, but the rules say they're not necessary.
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