Chatl, Zhodani Leader Scout

dragoner

Mongoose
FASA's Chatl Class Zhodani Leader Scout done with Mongoose rules


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Of course, the problem here is that the ship has 7.5 tons to many. To keep the same basic ship, I'd go with the High Guard rules for buy by the point armor and for high tech tonnage reductions. That cuts 0.5 tons from the Maneuver Drive, and reducing the armor to 2 points cuts the tonnage by 5 points, leaving just 2 points over. Dropping cargo to 1 ton and dropping the Sandcaster barrel storage gets you down to 150 tons, as does the more radical stop of installing an experimental TL 15 power plant, which cuts 2.5 tons off (thus allowing the ship to keep the 2 tons of cargo and the sandcaster barrels).
 
Those are good ideas, right now it is a core rules baby, I spent a lot of time redrawing the deckplans too. Now I did the endeavor as per HG, I should go back over this. The original was M3, and I dropped it to M2.
 
Jame Rowe said:
GypsyComet said:
Two tons of fuel won't get you two weeks of run-time on a C power plant.

Unless you use the alternate fuel rules from Compendium 1... :twisted:

And then only if you actually mention it in the design.

Undocumented variant rules are errors to be corrected. Whether the error is in calculation or documentation is up to you.
 
How do you get Jump-5? Take the difference between 6 and 3 and round up?

Since it's such a tiny ship, I wonder if the armor would be better dumped and give it a 6G M-drive so it can at least outrun a capital ship? Though I know you are not creating something from scratch.
 
J6 is TL15, it's drive is capable, it just doesn't have the software. I was trying to keep it as close as possible to the original. Automatically, I could bring it down to 150 tons by eliminating the armor, that would eliminate some of the fuel too. This is an adventure class ship, I could see changing some things around to make other military models, such as eliminating the extra staterooms, adding probe drones, etc.; one thing trav often omits are scouts legged for fleets.
 
GypsyComet said:
Jame Rowe said:
GypsyComet said:
Two tons of fuel won't get you two weeks of run-time on a C power plant.

Unless you use the alternate fuel rules from Compendium 1... :twisted:

And then only if you actually mention it in the design.

Undocumented variant rules are errors to be corrected. Whether the error is in calculation or documentation is up to you.

Ah yes, the describe your ruleset rule. That I'll give you.
 
dragoner said:
J6 is TL15, it's drive is capable, it just doesn't have the software. I was trying to keep it as close as possible to the original. Automatically, I could bring it down to 150 tons by eliminating the armor, that would eliminate some of the fuel too. This is an adventure class ship, I could see changing some things around to make other military models, such as eliminating the extra staterooms, adding probe drones, etc.; one thing trav often omits are scouts legged for fleets.

No, I was talking about the drive rating. According to the charts, a 100ton ship equipped with a C-class Jump drive is capable of making a Jump-6. That same drive in a 200ton ship can only make Jump-3. Since the ship is at 150 tons, it would fall somewhere between the Jump-6 and Jump-3. The middle is Jump 4.5, but since you only jump using even numbers, I was wondering if you rounded up or rounded down the distance. Or if you did some hand-wavium and you are having ships that fall between the tonnage classifications to pick the higher number for performance.
 
Jame Rowe said:
GypsyComet said:
Two tons of fuel won't get you two weeks of run-time on a C power plant.

Unless you use the alternate fuel rules from Compendium 1... :twisted:
I'd forgotten about those, and I really like that alternative, because fuel-guzzling fusion power always seemed silly to me. So, the 10 tons of fusion fuel becomes 4, giving 20 weeks of fuel, which should be more than sufficient and frees up 6 tons. Using the maneuver drive high TL rules from High Guard drops that down by 0.5 tons. Then, reducing the armor to 5, cuts off another 1.25 tons, giving the ship a grand total of 149.75 tons. Throw in a well equipped ships locker for 0.25 tons and you're done.

Edit: As an important side-note, I just looked in the book after I posted this, because 10 tons to power a power plant C for 2 weeks seemed incorrect, and it was. The correct figure is 6 tons to provide a Power Plant C with 2 weeks of fuel. So, knock 4 tons off the tonnage. At that point 0.5 tons for a high tech maneuver drive cuts 4.5 tons off the total, and the rest can be done simply by reducing armor to 3, or using the Compendium 1 fuel rules, cutting the fuel from 6 tons to 3 (for 25 weeks of operation) and leaving the armor at 6.

My choice would be reduce armor to 4, use Compendium 1 fuel rules, giving you and extra large (0.5 ton) ship's locker and 2 additional tons of cargo space.
 
phavoc said:
dragoner said:
J6 is TL15, it's drive is capable, it just doesn't have the software. I was trying to keep it as close as possible to the original. Automatically, I could bring it down to 150 tons by eliminating the armor, that would eliminate some of the fuel too. This is an adventure class ship, I could see changing some things around to make other military models, such as eliminating the extra staterooms, adding probe drones, etc.; one thing trav often omits are scouts legged for fleets.

No, I was talking about the drive rating. According to the charts, a 100ton ship equipped with a C-class Jump drive is capable of making a Jump-6. That same drive in a 200ton ship can only make Jump-3. Since the ship is at 150 tons, it would fall somewhere between the Jump-6 and Jump-3. The middle is Jump 4.5, but since you only jump using even numbers, I was wondering if you rounded up or rounded down the distance. Or if you did some hand-wavium and you are having ships that fall between the tonnage classifications to pick the higher number for performance.

Typical has been to go up, tonnage wise, which sort of makes sense, being that there aren't any >100 ton jump capable ships.
 
phavoc said:
dragoner said:
J6 is TL15, it's drive is capable, it just doesn't have the software. I was trying to keep it as close as possible to the original. Automatically, I could bring it down to 150 tons by eliminating the armor, that would eliminate some of the fuel too. This is an adventure class ship, I could see changing some things around to make other military models, such as eliminating the extra staterooms, adding probe drones, etc.; one thing trav often omits are scouts legged for fleets.

No, I was talking about the drive rating. According to the charts, a 100ton ship equipped with a C-class Jump drive is capable of making a Jump-6. That same drive in a 200ton ship can only make Jump-3. Since the ship is at 150 tons, it would fall somewhere between the Jump-6 and Jump-3. The middle is Jump 4.5, but since you only jump using even numbers, I was wondering if you rounded up or rounded down the distance. Or if you did some hand-wavium and you are having ships that fall between the tonnage classifications to pick the higher number for performance.

According to the rules, you use the table for the next larger ship size, so for a 150-ton ship, you use the 200-ton ratings, so it would only be Jump-3.

HOWEVER, I agree that it makes sense to interpolate. You should round DOWN in all cases (even if it is only 0.1) since you either have the capability of the higher rating or you don't. So you could make it Jump-4.
 
Rikki Tikki Traveller said:
According to the rules, you use the table for the next larger ship size, so for a 150-ton ship, you use the 200-ton ratings, so it would only be Jump-3.

HOWEVER, I agree that it makes sense to interpolate. You should round DOWN in all cases (even if it is only 0.1) since you either have the capability of the higher rating or you don't. So you could make it Jump-4.

Yeah, that has always been a strike against using tonnage between what is listed in the tables. It makes no economic sense to make a 150 on ship, or a sub-2000 Dton ship with an odd number of tons.
 
phavoc said:
Rikki Tikki Traveller said:
According to the rules, you use the table for the next larger ship size, so for a 150-ton ship, you use the 200-ton ratings, so it would only be Jump-3.

HOWEVER, I agree that it makes sense to interpolate. You should round DOWN in all cases (even if it is only 0.1) since you either have the capability of the higher rating or you don't. So you could make it Jump-4.

Yeah, that has always been a strike against using tonnage between what is listed in the tables. It makes no economic sense to make a 150 on ship, or a sub-2000 Dton ship with an odd number of tons.

As much as I like the plug-and-play aspects of the letter drive systems, they do have this drawback.
 
My question is a little more technical than the others.

How did you get the stats to post in post 1. All I ever get is gibberish when I've attempted to post ship stats.
 
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