Jame Rowe said:I like it. A good re-working.
As always I suggest the alternate power plant fuel rules that were in S&P 72 as it upgrades the scout's endurance.
F33D said:Jame Rowe said:I like it. A good re-working.
As always I suggest the alternate power plant fuel rules that were in S&P 72 as it upgrades the scout's endurance.
Thanks. I was inclined to do just that but I wanted to keep the design compatible for those who only have the "Basic" MGT books.
wbnc said:Nice ship, heavily armored for it's weight, and enough cargo to make it useful for carrying small high priority cargoes. I'd only suggest a triple turret instead.
Id love to see if you could work up a few variants for it....
Light excort
fast scout ( longer range, Higher Thrust)
etc...
Jame Rowe said:F33D said:Jame Rowe said:I like it. A good re-working.
As always I suggest the alternate power plant fuel rules that were in S&P 72 as it upgrades the scout's endurance.
Thanks. I was inclined to do just that but I wanted to keep the design compatible for those who only have the "Basic" MGT books.
I gotcha. Just reminding that it's there for those who want to use such a rule.
Jame Rowe said:If I were using my laptop instead of my tablet, yes. I will get the link tomorrow.
heron61 said:Also, if you use the High Guard rules for high tech drives and power plants, then you have:
Jump drive: 7.5 dTons
Maneuver Drive: 1.5 dTons
Power Plant: 3 dTons
Which gives you enough space to get back the 4th stateroom - 4 staterooms & 25 tons of cargo is a pretty sweet ship.
heron61 said:Also, if you use the High Guard rules for high tech drives and power plants, then you have:
Jump drive: 7.5 dTons
Maneuver Drive: 1.5 dTons
Power Plant: 3 dTons
Which gives you enough space to get back the 4th stateroom - 4 staterooms & 25 tons of cargo is a pretty sweet ship.
Subzero001 said:I would like to see one "cheaper version" for the "sx" version in scouts book as well :wink: please
By the way you build a nice ship.....I cant find anything that really looks bogus...F33D said:wbnc said:Nice ship, heavily armored for it's weight, and enough cargo to make it useful for carrying small high priority cargoes. I'd only suggest a triple turret instead.
Id love to see if you could work up a few variants for it....
Light excort
fast scout ( longer range, Higher Thrust)
etc...
About the only way to go heavy firepower and what not is to use the TL tonnage reduction tables/formula in HG. The inordinate % of ship, at 100 tons, that has to be accounted for with Bridge, minimum crew, etc., puts a real cap on things.
wbnc said:By the way you build a nice ship.....I cant find anything that really looks bogus...![]()
wbnc said:Without digging digging out my books ad looking up the details...
you could probably pack in a couple of triple turrets for particle beams, and bigger engines..And if you are using HG you can wedge in a barbette or two...at the cost of the last bits of cargo space.
You right about making a 200 ton heavily armed vessel being a pain in the neck.. Its not something I was able to manage without soe semrious sacrifices to cargo cacpcity, crew space/ and or, cost.
I thought that Particle Beam turrets were single weapon mounts. I know that you need to up the PP rating to 3 or 4? in order mount them.
Fusion and particle bays can only be fitted in ships with a power plant rating of 3+. There are no limits on the fitting of non–energy weapons, lasers and railguns. If the power plant rating is 3 or 4 a maximum of 50% of turret weapons can be particle beams. If the power plant rating is 1 or 2, a maximum of 25% of turret weapons can be particle beams.