At this point I'm waiting for T5 before I get too serious about creating anything, but I decided it would be fun to work on a ship for MTU. The setting would be a much smaller cluster of worlds than the Imperium, located at the edge of a large rift. To get Scouts across the rift for exploration, they'd need a ship that could make long jumps, and that could always jump back to its last fuel source if an unexplored system didn't pan out. Otherwise it'd be much like a Type S -- small crew, minimal facilities.
Which means a ship that is almost entirely fuel tanks. I like to think of it as the bloated tick of starships--a tiny head and a swollen body.
The best I could come up with was the following -- a 2,000-ton monstrosity, but pretty simple, since it's mostly fuel. I'm sure I goofed up a detail or formula somewhere, but I think this is close enough to mess with. Some of the smaller details (small craft, distribution of space) might change.
The ship would need a good array of sensors, since it would need to be able to both do regular survey tasks *and* have astrographic equipment to look for gas giants 4-6 parsecs away.
Water recycling and maybe some sort of "food synthesizer" would be good, too, for very long expeditions.
2,000-ton Type SL Scout (Long-range)
Crew: 4 (Scout/Pilot/Navigator; Scout/Navigator/Sensor Spec; other Scout as needed; Engineer)
Cockpit: 30 tons (smaller than req'd in rules, but there's not much ship to control)
Sensors & Control Area: 15 tons
Staterooms: 4 (can sleep 2 each in rescue situations, etc.)
Common Area: 35 tons
Low berths: 4
Supply Storage (for daily operations): 30 tons
Cargo: 10 tons
Small craft: Slow boat, Air/Raft
Jump fuel: 1600 tons
Performance: 2xJ4, 1G
I'm not sure if I could justify this thing being fully streamlined, but at least partial streamlining would be good to allow skimming for fuel.
Now to figure out how to translate all this into deckplans and drawings.
Which means a ship that is almost entirely fuel tanks. I like to think of it as the bloated tick of starships--a tiny head and a swollen body.
The best I could come up with was the following -- a 2,000-ton monstrosity, but pretty simple, since it's mostly fuel. I'm sure I goofed up a detail or formula somewhere, but I think this is close enough to mess with. Some of the smaller details (small craft, distribution of space) might change.
The ship would need a good array of sensors, since it would need to be able to both do regular survey tasks *and* have astrographic equipment to look for gas giants 4-6 parsecs away.
Water recycling and maybe some sort of "food synthesizer" would be good, too, for very long expeditions.
2,000-ton Type SL Scout (Long-range)
Crew: 4 (Scout/Pilot/Navigator; Scout/Navigator/Sensor Spec; other Scout as needed; Engineer)
Cockpit: 30 tons (smaller than req'd in rules, but there's not much ship to control)
Sensors & Control Area: 15 tons
Staterooms: 4 (can sleep 2 each in rescue situations, etc.)
Common Area: 35 tons
Low berths: 4
Supply Storage (for daily operations): 30 tons
Cargo: 10 tons
Small craft: Slow boat, Air/Raft
Jump fuel: 1600 tons
Performance: 2xJ4, 1G
I'm not sure if I could justify this thing being fully streamlined, but at least partial streamlining would be good to allow skimming for fuel.
Now to figure out how to translate all this into deckplans and drawings.