100 ton challage

Yyyyeah, that was a bit of a stretch even for Traveller and you'll notice it didn't last. The concept of the universal jump bubble plus docking clamps and external pods seem to have replaced the idea.
 
So the External Cargo idea can work to add to a 100-ton hull, but it remains unclear whether you can start with a smaller hull and use External Cargo racks to get up to 100 tons.. Based on Gareth's answers I'd say it is legal, but unless you are using TL modifiers to make some components smaller, that's going to be a really tight fit AND you get to fiddle with the small craft hull rules. That prospect leaves me less than thrilled.
 
The wording in the External Cargo rules are a bit confusing to read. For hull cost purposes, the non-external cargo portion is treated as a separate component but still must meet drive needs of the entire displacement with external cargo added. Forget the jettisoning, it is a single unit. That's why blowing off the cargo for any reason makes a 100 ton starship a spacecraft with useless jump drives.
 
Which is why I asked the author:
http://forum.mongoosepublishing.com/viewtopic.php?f=89&t=105004&p=865223

The frame is permanent, the boxes are (as written) one-time jettison-bait. Essentially, the External Cargo option is the equivalent of taking the ship's armor off of the cargo bay to save money, and putting a "save me from pirates" cargo ejection button on the Bridge. Nothing else.
 
Gypsy, as I read your post, I'm watching a show called Bait Car. I picture a 100 tonner with a standard jump 2, a Maneuver 4, armor and the baddest popup particle beam to fit then bolt External Cargo. That's like hanging bills from your pockets in a bad neighborhood. This Bait Ship jumps in and acts normal heading in or out system. It might carry actual cargo to look legit at port or fuel for possible extra jump or empty. When a jumpcusser or other pirate vessel takes the bait, the cargo is jettisoned, turret pops out and Maneuver is at full speed! Pocket Q ship.

Gimme a day to make it though anyone can try to get there first.
 
Type Q Pocket Q-ship "Bait ship'

Hull 2 Standard Hull 4(2) Structure 4(2) 200(100) 2.0
Armor Crystaliron 4 10 1.6
Jump A Jump 1(2) 10 10.0
Maneuver C Thrust 3(6) 5 12.0
Power C 10 24.0
Fuel One Jump 1(2), 3 weeks operation 28 -----
Bridge 10 1.0
Computer M/4 Rating 20 -- 5.0
Electronics Basic military 2 1.0
Staterooms 5 Pilot, astrogator, engineer, gunner, 2 marines 20 2.5
Ship's locker
Repair drones 2 0.4
Weapons Popup turret - Particle beam 3 5.0
External cargo 100 0.1
Software Maneuver/0, Library, Jump Control/2, Evade/2
Fire Control/2, Auto Repair/1 ----- 10.2
Total cost - MCr. 74.8
Life support - Cr.11,000/month
Maintenance - Cr.6167/month

The pocket Q resembles a hauler know as a 'Fast Trader' known for being able to load and unload cargo from it's external units at orbital stations very quickly. These hauler can be numerous in many trade areas and make fine targets for jumpcussers, privateers and pirates. They also become very common sights. These feature made enforcement design a Q variation stripping out some internals for a turret, armor, a larger crew and huge engines.

The bait ship will be assigned routs where piracy profiles are best. They have the ability to move around trade main but often will cruise a planetary trade path looking fat with cargo and defenseless. If no one takes the bait, the Q ship either make a jump or will turn around and head back. One special feature is the variable transponder with many IDs so it seems to be a number of vessels.

When there is a piracy attempt made, the Q lets its target enter the PA turret's optimal range all the time sending distress calls and warning the other vessel to leave. Continued interception or aggression will have the Q ship jettison it's external cargo and reveal the turret. Speed and maneuverability keeps the Q ship's weapon at range attempting to disable the target's engines. A pocket Q ship will attempt to take on even corsairs. Often, Serpent police cutters might follow at a distance until they receive a signal. The external units broadcast a homing signal for retrieval for reattachment at a station.
 
Back
Top