Reynard said:
Sorry about the misspelling. I keep 'slurring the word in my head when I type and it comes out Baystar."
The two seater was a one shot plot creation? That's what I mean about the show, lots of inconsistencies when you try to establish canon. We can now say there is only one type of Viper fighter and the Raptor is a jump shuttle (100ton). I saw the Raptor can carry weapon loadouts so that means we use the Modular Hull option found in High Guard pg. 41?
A two seat viper would be used for training, it has a dual set of controls. The Air Force also has two seat versions of the F15, the F16 and so on, so that's not that unusual.
Here is the Scout/Courier from my T20 Core rulebook:
SCOUT/COURIER
Class: Starship, type S EP Output: 4 (2 excess)
Tech Level: 11 Agility: 2 (+2 EP)
Size: Medium Initiative: +2 (+2 agility)
Streamlining: Streamlined AC: 12 (+2 agility)
Jump Range: 1 * Jump-2 Repulsors: 0
Acceleration: 2-G Nuclear dampers: 0
Fuel: 24 tons Meson Screens: 0
Duration: 4 weeks Black Globes: 0
Crew: 1 AR: 0
Staterooms: 4 SI: 100
Small Cabins: 0 Main Computer: Model/1 (5 CPU)
Bunks: 0 Sensor Range: Close (Model/1)
Couches: 0 Comm Range: Close (Model/1)
Low Berths: 0
Cargo Space: 20 tons Cost: MCr 42.258 (new)
Atmospheric Speeds: NoE = 275kph
Cruising = 825kph Maximum = 1100kph
Other Equipment: Air/raft, Fuel scoops
TAS Form 3.1 (Condensed)
Design Components
Installed Components Tonnage Cost EP
100-ton Hull +100. 1.20E+07
Bridge -20. 1.00E+05
Computer -0.1 4.00E+06
Flight Avionics -0.4 9.00E+05
Sensors -0.3 6.00E+05
Communications +0.2 5.00E+05
Jump Drive 2 -3. 1.20E+07 -2
Jump Fuel -20.
Maneuver Drive -5. 3.50E+06 -2
TL9 Power Plant -6. 1.80E+07 4
Power Plant Fuel -4.
Fuel Scoops 1.00E+05
1 Hard Point 1.00E+05
Double Turret 7.50E+05
Air/Raft -5. 2.73E+05
Staterooms (4) -16. 2.00E+06
Cargo -20.
Totals +0.4 5.28E+07 4.23E+07 with 20% standard design discount
Its maneuver drive would allow it to reach these following standard distances at maneuver-2 at the listed times.
Distance 20 m/s^2 seconds velocity km/sec distance
0 16.667 minute 1000.02 20000.4 20.00 10,000 km
1 52.7045 minute 3162.27 63245.4 63.25 100,000 km
2 1.75682 hours 6324.552 126491.04 126.49 400,000 km
3 3.000 hours 10800 216000 216.00 0.01 au
4 11.00 hours 39600 792000 792.00 0.10 au
5 17.00 hours 61200 1224000 1,224.00 0.25 au
6 24.00 hours 86400 1728000 1,728.00 0.50 au
7 29.50 hours 106200 2124000 2,124.00 0.75 au
8 34.00 hours 122400 2448000 2,448.00 1.00 au
9 1.735 days_ 149904 2998080 2,998.08 1.50 au
A 2.005 days_ 173232 3464640 3,464.64 2.00 au
B 2.240 days_ 193536 3870720 3,870.72 2.50 au
C 2.455 days_ 212112 4242240 4,242.24 3.00 au
D 2.653 days_ 229219.2 4584384 4,584.38 3.50 au
E 2.835 days_ 244944 4898880 4,898.88 4.00 au
F 3.006 days_ 259718.4 5194368 5,194.37 4.50 au
G 3.170 days_ 273888 5477760 5,477.76 5.00 au
H 3.473 days_ 300067.2 6001344 6,001.34 6.00 au
J 3.750 days_ 324000 6480000 6,480.00 7.00 au
K 4.010 days_ 346464 6929280 6,929.28 8.00 au
L 4.253 days_ 367459.2 7349184 7,349.18 9.00 au
M 4.483 days_ 387331.2 7746624 7,746.62 10.00 au
N 5.012 days_ 433036.8 8660736 8,660.74 12.50 au
P 5.490 days_ 474336 9486720 9,486.72 15.00 au
Q 5.930 days_ 512352 10247040 10,247.04 17.50 au
R 6.340 days_ 547776 10955520 10,955.52 20.00 au
S 7.087 days_ 612316.8 12246336 12,246.34 25.00 au
T 7.764 days_ 670809.6 13416192 13,416.19 30.00 au
U 8.386 days_ 724550.4 14491008 14,491.01 35.00 au
V 8.965 days_ 774576 15491520 15,491.52 40.00 au
W 10.023 days_ 865987.2 17319744 17,319.74 50.00 au
X 10.98 days_ 948672 18973440 18,973.44 60.00 au
Y 11.86 days_ 1024704 20494080 20,494.08 70.00 au
As you can see, for distances greater than S, it makes sense to use the Jump Drive.
Colonial One would probably be something like this ship.
SUBSIDIZED LINER
Class: Starship, type M EP Output: 18 (12 excess)
Tech Level: 12 Agility: 2 (+2 EP)
Size: Medium (600 tons) Initiative: +2 (+2 agility)
Streamlining: Streamlined AC: 12 (+2 agility)
Jump Range: 1 * Jump-3 Repulsors: None
Acceleration: 1-G Nuclear Dampers: None
Fuel: 198 tons Meson Screens: None
Duration: 4 weeks Black Globes: None
Crew: 8 AR: 0
Staterooms: 21 SI: 175
Small Cabins: 0 Main Computer: Model/3 (300 CPU)
Bunks: 0 Sensor Range: Medium (Model/3)
Couches: 0 Comm. Range: Medium (Model/3)
Low Berths: 20
Cargo Space: 202.8 tons Cost: MCr 234.674 (new)
Atmospheric Speeds: NoE = 275kph
Cruising = 825kph Maximum = 1100kph
Other Equipment: 20 ton launch.
TAS Form 3.1 (Condensed)
Design Specifications
Installed Components Tonnage Cost EP
600-ton Hull +600. 6.40E+07
Bridge -20. 1.00E+05
Computer -0.3 1.26E+07 -1
Flight Avionics -0.4 9.00E+05
Sensors -0.9 1.80E+06
Communications -0.6 1.50E+06
Jump Drive 3 -24. 9.60E+07 -18
Jump Fuel -180.
Maneuver Drive 1 -12. 1.80E+07 -6
TL9 Power Plant -27. 8.10E+07 18
Power Plant Fuel -18.
3 Hard Points 3.00E+05
Staterooms (21) -84. 1.05E+07
Low Berths (20) -10. 1.00E+06
20-ton Launch -20. 9.84E+06
Cargo -202.8
Totals +0. 2.93E+08 2.35E+08
One plus for a Battlestar Galactica campaign from the player's perspective. If a player is merchant and during previous careers he receives a Free Trader, after the Cylons attack, he no longer has to worry about paying off that starship loan, the bank he borrowed money from got nuked. In fact if he stole a starship to escape Caprica during the Cylon attack, nobody in the fleet is going to question his ownership of it so long as he can fly it. One particular problem is how to maintain each ship. I'd say there are about 30 capital ships and hundreds of ships ranging from 100 to 800 ton class, if the PCs own one of those ships, they are going to how to figure out how to maintain it. Being a Mechant in the BSG fleet is a different kettle of fish than being a merchant in a standard Traveller campaign. Of the other Capital ships of interest would be the Astral Queen - a prison ship taken over by the prisoners. There is the Colonial Movers, the Botany ship with all the domes and plants and the largest Civilian ship would probably be the Cloud Nine, followed by the "Wheel Ship"