Far Scouts Reimagined - Ramscoops and Collectors

Or you could declare that the ramscoops are designed to be sealed for entry in atmosphere, allowing streamlined vessels to mount them, adding nothing to the mass but costing three times extra.
When in doubt, keep everything the same but jack up the price 300%. That's the Traveller way.
 
The ramscoop is just a powerful magnetic funnel, switch it off.
I suspect there could be a gravitic element, also. There's nothing that says that ramscoops can't be designed to act as fuel collectors and exotic Jump particle collectors at the same time, storing the hydrogen fuel in the fusion tanks and the Jump juice in the J-drive's capacitors, or did nobody think of that when they wrote High Guard?

I won't be posting a rewrite of the Rift Runner or DSB above to combine collectors and ramscoops and make them available for streamlined ships, allowing them to land on planets with atmospheres. You can do that, and see how much extra cargo space your ships can save.
 
So now we need to think of rules for collectors and ramscoops to account for the idea that they may be activated only for short periods of time, such as three days while the Travellers head for the surface in a shuttle, and the shipboard crew just unfolds the collectors to top up the Jump capacitors rather than have to refill them completely, or makes a brisk four-day jaunt around the star and back again before the Travellers have wrapped up their latest assassination attempt or heist and collected their pay.
 
Far Scout, Class: Rift Runner

TL 15Hull 80Crew Pilot, Astrogator, Engineers x2
ArmourBonded Superdense, 47.68 tons
M-Drive, TL 15, energy efficient x3 (-75%)Thrust 24 tons
J-Drive, TL 15, energy efficient (-25%)Jump 425 tons
Extra capacitorsAllows drive to make two successive jumps5 tons
Power Plant, Fusion, TL 15, 20 points / ton24012 tons
Fuel for 24 weeks of operation12 tons
Ramscoops (5 tons + 1% of ship tonnage, minimum 10 tons)Process 50 tons per week10 tons
Collectors (5 tons + 4% of ship tonnage)13 tons
Remove fuel scoops, fuel processors-2 tons

Keep the rest of the stats for the Far Scout, but add

Biospheres x2Eliminate life support costs for crew of 42 tons

Cargo47 tons

Power Requirements
Basic Ship Systems40
Manoeuvre Drive10
Jump Drive60
Sensors5
Weapons2
Biospheres2

Let somebody else worry about the cost. The Scouts can put some sort of number in their annual budget. Talk to the Bureaucracy.

Nice design Alex. Curious though, where did you find the rules on 'extra capacitors' giving you additional jump range? I didn't seem to find that in High Guard.
 
The biggest problem you will have with these is they are basically useless if your more they 1000D of a planetary body since your M-Drive will not work.
 
The biggest problem you will have with these is they are basically useless if your more they 1000D of a planetary body since your M-Drive will not work.

I don't remember specifically what the MgT rules state, but in T4 & T5, after the 1000D limit form any/all gravitating bodies the M-Drive still works, but at only 1.0% efficiency. So they are still useable, just not like they are in-system.
 
Yeah. They really tucked that into a stupid spot in the book.
Yes, and the tradition has been carried on since the LBB 5 High Guard.
I guess I had dipped out on the thread by the time the question was asked, but when it got necro'd I saw the question and knew where to look... because it has always been in that dumb spot.
 
Back
Top