1000 Qasar scout ship from the t20 EPIC adventure 5?

these are the CT High Guard stats

TYPE SC SCOUT CRUISER
SC-70845-01 Norton Qasar SC-A142442-040000-40000-0 Mcr800.22* 1000 tons
All Batteries Bear. 2 2 Crew=21 TL=13
Passengers=0. Staterooms=16. Low=0. Cargo=42.2. Fuel=440. EP=40. Agility=2.
Launch=1. Scout/Courier=1. Grav-ATV=1. Grav-Bike=3.
*Includes 20% discount for quantity and Laboratory cost of 3MCr per Lab.
Excludes cost of Scout/Courier and Launch.
 
How about something like this:

1000 Dton, J-4, 2 G, Streamlined, Scoops, Purifiers (because Scout)
Very good sensors (because Scout), Sub-Command Centre giving DM+1 on all sensor tasks.
Lots of Laboratories, a Library, a Workshop.
A 4 Dton cargo airlock with a cargo scoop and a couple of grappling arms to collect samples.
Collapsible tanks so you can carry a little more fuel in the cargo hold for extended power.
The Air/raft dock represent the Grav bikes.

Using a 1000 Dton streamlined hull, it has performance of jump-4 and 2 g acceleration. There is fuel tankage of 405 Dton, enough for 4 weeks and jump-4.
The ship have a bridge and a sub-command centre all with holographic controls. Adjacent to the bridge are a m/20 and a m/15/bis computer. The sensor suite includes an improved sensor with an extended array, an extension net, an enhanced signal processor, a shallow penetration suite, five deep penetration scanners, a life scanner, and a mineral detection suite.
There are 16 staterooms and 16 tons of common areas. There are an autodoc, a medical bay, eight laboratories, a library, a workshop, and five tons of probe drones.
There are four turrets.
There are a Launch in a Docking Space, a Small Ship in a Docking Space, an ATV in a Docking Space, and an Air/raft in a Docking Space.
Cargo capacity is 42 Dton. The ship requires a crew of 25: an officer, a pilot, an astrogator, three sensor operators, six engineers, one service crew, eight specialists, and four gunners. The ship costs MCr 494,8.

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That's a cool workup for MGT2 you got AnotherDilbert. :wink: Is it possible to get one for the "scout book" Frontiersman in essence a stretched type S scout 150dton if it is not to much trouble? Also I found this deck layout and thought it would be a good Solo venture ship for a ex navy in frozen watch left due to battle damage done by pirates to the squadron. Could I possibly get stats and a workup in MGT2 (originally a single gazelle class close escort 300dt/400dt? but two got combined) for it as well if it's not to big of an issue. Thanks in advance. :D

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The Frontiersman was a simple conversion and the 2e modular rules works well for it. I like it as an alternative mustering scout ship with the cargo module unless your players can REALLY justify having a different one.
 
Subzero001 said:
Is it possible to get one for the "scout book" Frontiersman in essence a stretched type S scout 150dton if it is not to much trouble?
I'm not familiar with that, what are the stats?


Subzero001 said:
Also I found this deck layout and thought it would be a good Solo venture ship for a ex navy in frozen watch left due to battle damage done by pirates to the squadron. Could I possibly get stats and a workup in MGT2 (originally a single gazelle class close escort 300dt/400dt? but two got combined) for it as well if it's not to big of an issue.
I'll see what I can do.
 
Subzero001 said:

How about this?

Based on the classic Gazelle and the deck plan, with influences from the MgT2 version.

600 Dton with 200 Dton drop tanks.
J-4 & M-4 with tanks, J-5 dropping tanks, J-2 & M-5 without tanks.
Decent sensors.
Four particle barbettes and two laser turrets.
Spacious quarters with 14 staterooms and 1 large luxury stateroom to match the deck plan.
47 Dton cargo hold with two 3 Dton cargo airlocks.

Using a 600 Dton partially streamlined hull, it has performance of jump-4 and 4 g acceleration. There is fuel tankage of 128 Dton, enough for 8 weeks and jump-1,5.
The ship have a small bridge and two sensor workstations all with holographic controls. Adjacent to the bridge is a m/30 computer. The sensor suite includes an advanced sensor, an enhanced signal processor, and a basic countermeasures suite.
There are a luxury stateroom, 14 staterooms, and 26,4 tons of common areas. There are an autodoc, a medical bay, two tons of armoury, and two workshops.
There are four barbettes and two turrets.
There are two Gigs in Docking Spaces.
Cargo capacity is 47 Dton. The ship requires a crew of 26: three officers, three pilots, an astrogator, six engineers, one service crew, and twelve gunners. The ship costs MCr 525,8.
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My take on the SX scout until a better rendition comes along:
Type SX Frontiersman TL 12 150 tons MCr. 63.056
Hull: Streamlined, Modular (33%)
Armor: 0
Maneuver: 2
Jump: 2
Power plant: Fusion TL 12 Power 81
Fuel: 1x J2, 8 weeks operation
Bridge: Small, holographic controls
Computer" 20, backup 5bis
Software: Maneuver/0, Library, Jump control/2, Fire control/2, Evade/1, Intellect
Sensors: Improved
Weapon: Triple turret (beam, missile, sand)
Cargo: 3.2 tons
Staterooms: 4 double
Options: Fuel scoop, Fuel processor (20t/day), Advanced probe drones x 5, Airlock, Docking space (4t air/raft), Air/raft, Repair drones, Common area (4 tons), Modular bay (50 dons)

Long Range Exploration Module TL 12 (50 tons) MCr. 13.46
Fuel: 1x J2
Drop tank fittings
30 ton drop tanks
Laboratory (1 scientist)
Medical bay (5 patients)
Extended array
Life scanner
Airlock
Cargo: 2.88 tons
 
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