200 ton J6, M1 design

DFW

Mongoose
I drew up a 200 ton J-6 Courier just to see what was possible. This design uses High Guard for some tonnage reduction and credit savings where possible.

http://www.4shared.com/document/Anp02EhJ/IISS_Courier_Type_R.html

Fixed PP designation error
 
A tight design, granted & useful for communications speed for the Subsector/ Sector Nobility of the Imperium. Possibly might be available for sale (being a non-drop-tank High-jump-leg Civilian-classed vessel) for megacorp Subsector/ Sector personnel as well.

Nice job DFW!
 
Sorry to burst your jump bubble there dude.

J6 Jump drives only become available at TL15, therefore, technically there should be no tonnage adjustment. :(.

Top of pg.53 HG
 
Imeanunoharm said:
J6 Jump drives only become available at TL15, therefore, technically there should be no tonnage adjustment. :(.
I see no problem there, it would still be possible to build that jump drive
with the rules for "Building Custom Item" (Central Supply Catalogue, p.
14+) with exactly the same stats, a volume reduction of 25 % for a cost
increase of 100 %. It would just take a little longer and require a more
costly prototype and a skilled engineer.
 
Question also - doesn't the PP fuel need to power the ship during the week of its jump? That'd leave just one week of PP fuel to get to and from the 100d point, get some fuel of some kind on board and then get it processed...?

That Jump drive would be 8.5 tons out if that's true about the TL... :(

That'd mean losing one stateroom and going to a compact bridge I suspect... not exactly comfortable and would probably mean that you'd need to go to just one crew member unless you could squeeze a double-occupancy in there. :(

Hardly a nice job, but I guess someone needs to do it...
 
rust said:
Imeanunoharm said:
J6 Jump drives only become available at TL15, therefore, technically there should be no tonnage adjustment. :(.
I see no problem there, it would still be possible to build that jump drive
with the rules for "Building Custom Item" (Central Supply Catalogue, p.
14+) with exactly the same stats, a volume reduction of 25 % for a cost
increase of 100 %. It would just take a little longer and require a more
costly prototype and a skilled engineer.

I would rule, personally, that those rules only apply to equipment, not spaceship design, or they'd be in the SS design rules... we've got to keep the process to a sane complexity or it's going to be impossible to design a ship without players stomping all over us or criticising our own designs just because we forgot that one particular book has a rule for making something that we just forgot about... maybe Mr Sprange could help us out here and make a ruling?
 
Yep. My spreadsheet has an error on TL table. Will redo.

That's why I post. More than one set of eyeballs. Imagine if I'd placed an order for this. A lot of credits down the drain. :lol:

I'll see if I can tweak later today.

Thanks guys.
 
That'd leave just one week of PP fuel to get to and from the 100d point, get some fuel of some kind on board and then get it processed...?

Yup. That's why it's considered the bare minumum of operational time for a jump-capable ship.

Any significant mis-jump becomes a real hazard!
 
Tell me about it - wrote my cap ship spreadsheet in the not-so-early hours and ended up making the fuel calculations include the non-grav manuevering drive fuel reqs as well as the full powerplant and jump drive requirements...

That caused a few headaches too :(

Mind you, looking at the jump-6 ships, it's looking like anything smaller than a cap-ship for jump-6 use is damned cramped to serve on... :(

Sounds like someone said in the 100-ton J6 thread I started - J6 duty is either used as a "we need information out ASAP" or punishment duty.

Oh and on your notes, I'd suggest stationing them at forward planets too, alongside high-thrust monitor craft (light fighters or interceptors?), with an eye to scattering the craft throughout the system and if anything hostile turns up, they radio back and head back to base at top thrust so that the jump crew can get out and warn the fleet back at headquarters. Probably would want to have a mobile base to dock the thing at too so that the poor crew didn't spend any more time than necessary in there and so the ship didn't waste the fuel going to and from the 100d... the possible idea being that it would jump out after reclaiming as many scouts as possible, but at a slower pace than the J-6 courier...?

Maybe combine projects - I can convert the SCS design I'm doing to act as a "mothership" for one of those couriers as a variant (I'm thinking of losing the spinal weapon as an option or maybe less fighters... If you want, I'll work on it.
 
BFalcon said:
Oh and on your notes, I'd suggest stationing them at forward planets too, alongside high-thrust monitor craft (light fighters or interceptors?), with an eye to scattering the craft throughout the system and if anything hostile turns up, they radio back and head back to base at top thrust so that the jump crew can get out and warn the fleet back at headquarters. Probably would want to have a mobile base to dock the thing at too so that the poor crew didn't spend any more time than necessary in there and so the ship didn't waste the fuel going to and from the 100d

Yes, they could be on outlying worlds with Scout bases. The modus operandi is to use X-boat tenders or Rift stations, Navy installations, etc. This ship isn't designed to casually flit from system to system, so, much like X-boat operations. The M-Drive is there in case they are off on their calcs a bit (per jump rules) so they can get closer to the deep space station faster. In an emergency they can set up a trajectory to a GG to get fuel.
 
Fixed design and adjusted cost accordingly

same link: http://www.4shared.com/document/Anp02EhJ/IISS_Courier_Type_R.html
 
DFW said:
Yep. My spreadsheet has an error on TL table. Will redo.

That's why I post. More than one set of eyeballs. Imagine if I'd placed an order for this. A lot of credits down the drain. :lol:

I'll see if I can tweak later today.

Thanks guys.

:idea: Looked at the 100dt J6 Scout ship Mustang class & yours, MgT has .75 x Their PP, JD, & MD in it. prolley save you a few tons.
 
Liam Devlin said:
:idea: Looked at the 100dt J6 Scout ship Mustang class & yours, MgT has .75 x Their PP, JD, & MD in it. prolley save you a few tons.

I had to undo the .75 on the JD (I did use TL adjustments for M & PP) as J6 is TL 15 so I can't take the tonnage adjustment on that one component. At least per the High Guard rules. I think the designer of the Mustang made the same error I made on the 1st go around with this ship. :(
 
Liam Devlin said:
My apologies DFW, his JD DOES not have the .75 mod; however, he only uses a 10dt standard bridge. My bad.

No need to Liam. There are a lot of moving parts in the design process when you add in all the optional rules.

I kept my bridge at standard to avoid the crew performance penalty. For my game I use compact bridge and my TL 15 Bridge control rules. :D
 
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