Cheaper, upgraded Scout Courier

F33D

Mongoose
30udcuw.jpg
 
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.
 
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.
 
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...
 
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.
 
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.
 
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.

Thanks for the reminder. N.B. can you reply with the link(s) to those resources in case some new players are reading this thread?
 
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.

That also ups the price. Getting those items that small doubles their price, adding an additional 22 million credits to the cost. His entire ship costs 25 million credits, so that doubles the cost. His design is for a cheaper ship.

He did use High Guard to get those parts cheaper, though. (-5% per TL, if you don't reduce their size. Max -30%.)
 
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.

Yep. But, that jacks the price WAY up. For this ship I wanted better but cheaper to make it a more plausible design to replace the Type S.

Also, for a Courier I figured that if they REALLY had to put more passengers on a given run they would use a RO-RO LB set up. :lol:
 
how about a seeker verirent like in the core book?

I would like to see one "cheaper version" for the "sx" version in scouts book as well :wink: please
 
Subzero001 said:
I would like to see one "cheaper version" for the "sx" version in scouts book as well :wink: please

The design paradigm for small ships make it completely non-viable to design ships for hulls that are over or under the standard hull sizes. The SX is 150 tons. When I finish my new ship design system using the SRD I'll post some ships like that.

I think that I'll try something with a Seeker...
 
Here's the corrected Scout. I overpriced the one above by MCr4.5. The actual savings over a Type S is >6 mega credits!

vsgb2t.jpg
 
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.
By the way you build a nice ship.....I cant find anything that really looks bogus... :D

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.
 
wbnc said:
By the way you build a nice ship.....I cant find anything that really looks bogus... :D

Thanks. It's all "off the shelf" so should be legit.

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.

About the smallest hull that is really useful as a fighting military ship starts at 400 tons. I can make some nasty non-jump ships at that tonnage. A handful owned by a world will keep the system clear of all but large military threats.
 
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.

They are single weapon mounts. But that single mount must be a triple turret according to High Guard errata.

And you can mount particle beams with any power plant level. You are just limited to how many you can have.

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.
 
Back
Top