Clarification: Small Craft and Jump

wbnc

Cosmic Mongoose
I dont mean to be dense...

t: A spacecraft of less than 100 tons. Small
craft are incapable of jumping to other star systems
I was under the impression in this version small craft could jump if they could fit the drives and fuel...is it fixed that craft under 100 tons can not use jump drives?
 
Just curious something Andreww said a while back hinted it had changed....well pretty much flat out stated it.
 
wbnc said:
Just curious something Andreww said a while back hinted it had changed....well pretty much flat out stated it.

The rules allow for jump drives to be used in craft under 100 tons. The limit is just there for the Third Imperium setting.
 
AndrewW said:
The rules allow for jump drives to be used in craft under 100 tons. The limit is just there for the Third Imperium setting.
It would be nice if that was clearly stated somewhere. I had no idea that was your intention.
 
AndrewW said:
wbnc said:
Just curious something Andreww said a while back hinted it had changed....well pretty much flat out stated it.

The rules allow for jump drives to be used in craft under 100 tons. The limit is just there for the Third Imperium setting.

I thought so, I just wanted to confirm that.
 
High Guard page 4 under definitions:

Ship: A spacecraft of 100 tons or more.
Small Craft: A spacecraft of less than 100 tons. Small craft are incapable of jumping to other star systems.
Capital Ship: A military ship of more than 5,000 tons.
System Ship: A ship without jump drives.
Star Ship: A ship of 100 tons or more that is capable of jump travel.

It's your game, if you want small ships jumping go for it. Imperial Standard is still 100 tons or more, unless page 4 is overruled somewhere else.
 
PsiTraveller said:
High Guard page 4 under definitions:

Ship: A spacecraft of 100 tons or more.
Small Craft: A spacecraft of less than 100 tons. Small craft are incapable of jumping to other star systems.
Capital Ship: A military ship of more than 5,000 tons.
System Ship: A ship without jump drives.
Star Ship: A ship of 100 tons or more that is capable of jump travel.

It's your game, if you want small ships jumping go for it. Imperial Standard is still 100 tons or more, unless page 4 is overruled somewhere else.
Appreciate the info...That's what I was reading as the 3I definitions were..
I was just trying to clear up some confusion over something Andrew mentioned in another thread...And make sure that Jump capable small craft were in "allowed but the Not in the 3I category" :)
 
Well Jump drives have to be ten tons minimum (pg 12), unless shrunk from tech advances (pg 51). So a smaller than 100 ton craft could be Jump 4-6 depending on tonnage and tech level.
Make sure to leave enough space for a bathroom and a bed. :)

Or look at the other thread that has the hyperdrive technology and use that.
 
Percentagewise, sixty six tonnes would be three, fifty would be four, forty would be five, and thirty three would be six, though forty/jump five is about the event horizon.
 
PsiTraveller said:
Well Jump drives have to be ten tons minimum (pg 12), unless shrunk from tech advances (pg 51). So a smaller than 100 ton craft could be Jump 4-6 depending on tonnage and tech level.
Make sure to leave enough space for a bathroom and a bed. :)

Or look at the other thread that has the hyperdrive technology and use that.
You are correct.
The concept can quickly become rather gimmicky. test builds I did for fun back when it was first mentions give jumpcraft long range, J-3 minimum.

Of several dozen builds ( yes, I do have way too much spare time) did only a dozen or so are practical in terms of cost and practicality. The rest depended n gimmicks to get around a few nagging problems. All have J-3 and can generate a suprising thrust value with few issues. Fast enough to easily outrun anything but a fighter.

However without building them using Drop tanks 50 tons is about the minimum useful size for jump capable craft...and then you are only going to have a stateroom and maybe 1-10ish tons cargo depending on how many size reduction advantages you can afford to apply Although at a certain point the advantages push the cost of the craft into the 100 ton starship range, making the reduced size power plant/drives build is of little advantage.

All the tests builds I did came to a general conclusion..between 50 and 75 ton is about the best range, below that you don't have room inside without external tanks, and above that the cost gets into range where a full sized starship is financially more advantageous. They make interesting utility craft, and personal transports. However they would never seriously compete with a starship as commercial craft, even at the lowest starship size range.

I don't think as it stands Military jumpfighters would be very useful. The space needed for fuel and drives makes them less effective than a standard fighter. So, unless they are part of a special operations,long range scout/raider squadron they are cost prohibitive for standard use.

I looked over the Hyperdrive craft thread..that's a very interesting piece of work :)
 
There are more than one way to skin a cat...

33,33 dT, J-6, M-2, MCr 38
No jump fuel, uses Collector. Drop Tank Collar incase you want to make more than one jump per week. Jump Dimming required. Can power any energy weapon.
2 staterooms, 1 dT Common Areas, 1 dT cargo.
Includes an Astro-Mech Droid that can fly the craft, so up to 4 passengers.
Code:
TL 15        Hull  11                                   38,0    
Civilian 0               Desired  ∆TL  Rat   #   dTon   Cost   Power   HardP  Crew  
Hull                                            33,33           6,67
Config    Streamlined         2         2               1,58    
Hull strength    Light        1         1                
                                
JumpD      Budget EneIneff    6   -0    6    1  10,00  11,25   26,00
ManœuvreD  Budget EneIneff    2   -0    2    1   0,67   1,00    8,67
PowerP     TL12,High Tech          3         1   1,40   2,10   30,00
    Emergency Power           1              1   0,14   0,21    
                                
Drop Tank Collar    20 dT     6         6    1   0,08   0,04    
Drop Tanks          20 dT     6                        
Collector                     6         6    1   7,00   3,50    
Fuel, Power                   4        29    1   1,00        
Fuel Purification         168 h     168 h    1   0,01   0,00    
                                
Bridge                        1              1   3,00   0,17    
    Holographic               1              1          0,04    
Comp         m/25 bis         5        25    1         15,00    
Backup Comp  m/10 bis fib     2        10    1          0,32    
                                
Astro-Mech Droid              1                         1,00    
                                
Sensors    Basic                             1            
                                
Staterooms                  25%         5    2   8,00   1,00    
Common Areas                13%       13%    1   1,00   0,10    
Cargo                                            1,04       
Fixed Mount                                             0,10
Can replace the venerable Scout/Courier as a utility craft for a small group of people, aka Travellers.


For MCr 39.7 You could get the 35 dT version with two Fixed Mounts and Armour 5.
 
AnotherDilbert said:
There are more than one way to skin a cat...

33,33 dT, J-6, M-2, MCr 38
No jump fuel, uses Collector. Drop Tank Collar incase you want to make more than one jump per week. Jump Dimming required. Can power any energy weapon.
2 staterooms, 1 dT Common Areas, 1 dT cargo.
Code:
TL 15        Hull  11                                   38,0    
Civilian 0               Desired  ∆TL  Rat   #   dTon   Cost   Power   HardP  Crew  
Hull                                            33,33           6,67
Config    Streamlined         2         2               1,58    
Hull strength    Light        1         1                
                                
JumpD      Budget EneIneff    6   -0    6    1  10,00  11,25   26,00
ManœuvreD  Budget EneIneff    2   -0    2    1   0,67   1,00    8,67
PowerP     TL12,High Tech          3         1   1,40   2,10   30,00
    Emergency Power           1              1   0,14   0,21    
                                
Drop Tank Collar    20 dT     6         6    1   0,08   0,04    
Drop Tanks          20 dT     6                        
Collector                     6         6    1   7,00   3,50    
Fuel, Power                   4        29    1   1,00        
Fuel Purification         168 h     168 h    1   0,01   0,00    
                                
Bridge                        1              1   3,00   0,17    
    Holographic               1              1          0,04    
Comp         m/25 bis         5        25    1         15,00    
Backup Comp  m/10 bis fib     2        10    1          0,32    
                                
Astro-Mech Droid              1                         1,00    
                                
Sensors    Basic                             1            
                                
Staterooms                  25%         5    2   8,00   1,00    
Common Areas                13%       13%    1   1,00   0,10    
Cargo                                            1,04       
Fixed Mount                                             0,10
Can replace the venerable Scout/Courier as a utility craft for a small group of people, aka Travellers.

an excellent use of technology Sir, I give it four out of five wicked Smiles: :twisted: :twisted: :twisted: :twisted:

The application of technology existing inside the game itself would be key to making them work. And I have to admit I dropped the idea of a jumpcraft that small for anything but a very special purpose craft.

Hmm now that I think about it...I have an idea. 30 ton hull collectors, and a barracks for the pilot. With some minor alterations you can fit the build into a 30 ton hull...Use emergency low berths for passengers and you have a jump capable escape/survival craft that can reach a safe port in one jump.

The pilot has to tough it out in some cramped quarters, and he'd have to pilot it to somewhere with decent medical facilities to prevent freezer burn. But, it beats loitering around in a standard boat hoping a ship comes by before you run out of supplies.
 
With collectors and low berths there is no great rush, you can jump as many times as necessary. Besides you came from somewhere, so you hardly need better jump than the mothership.

Collector Life Boat
50 dT, J-4, M-2, TL13, MCr 50.
No jump fuel, uses collectors. PP fuel for 8 weeks, can skim and refine more.
1 basic bunk (barracks), 22 emergency low berths. Includes Auto-doc for emergency defrosting.
Can be operated by an Astro-Mech Droid.
Code:
TL 13        Hull  18                                   49,5    
Civilian 0               Desired  ∆TL  Rat   #   dTon   Cost   Power  
Hull                                            50,00          10,00
Config    Streamlined         2         2               2,38    
Hull strength    Light        1         1                
                                
JumpD      Budget EneIneff    4   -0    4    1  10,00  11,25   26,00
ManœuvreD  Budget EneIneff    2   -0    2    1   1,00   1,50   13,00
PowerP     Standard                          1   3,53   3,53   53,00
    Emergency Power           1              1   0,35   0,35    
                                
Drop Tank Collar    20 dT     4         4    1   0,08   0,04    
Drop Tanks          20 dT     4                        
Collector                     4         4    1   7,00   3,50    
Fuel, Power                   8        22    1   2,00        
Fuel Purification         168 h     168 h    1   0,01   0,00                                 

Cockpit                       1              1   1,50   0,01    
Comp          m/15 bis        3        15    1          3,00    
Backup Comp   m/10 bis fib    2        10    1          0,32    
Sensors    Basic                             1            
                                
Astro-Mech Droid              1                         1,00                                  

Barracks                      1              1   2,00   0,10
Low Berths    Emergency      22             22  22,00  22,00   22,00
Auto-doc                      1              1   0,50   0,10
Would be more efficient at 200 dT, J-1.
 
That matches up fairly close to my build, modified for collectors. A few differences. Though,I have to say I'd be more comfortable having to depend on your version :D

I may have to add these to liners in my games, proper credit to the creator of course...although I think Dilbert Interstellar would need one heck of a PR campaign. ( due to ancient comic strips still being in circulation..)

As long as it could find fuel for it's reactors it could travel indefinitely.
 
AnotherDilbert said:
It was your idea, so the copyright is yours.


Well I'll be sure to let my players Know who did the work :D

Right now I have about a dozen ranging from 50, to 75 tons...I almost tempted to package them up for everyone to play with :D as soon as I finish deckplans
 
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